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Warfighter Universal Rulebook - April 2019
Warfighter Universal Rulebook - April 2019
Warfighter Universal Rulebook - April 2019
April 2019 Once we ventured into WWII, I knew I wanted all eras of
Warfighter to be compatible with all other eras. The idea of
- Dan Verssen taking a modern SEAL team into a fantasy world and firing
LAW rockets at a dragon, while other SEALs fire M4s at
The first question you might have is, “What inspired the Orcs, was just too cool to pass up.
Universal Rulebook for Warfighter?”
And if SEALs can venture into a fantasy world, why can’t a
Well, quite simply, it was… you. band of dungeon heroes emerge from the mists to take on
the enemy soldiers of WWII?
A while back, I designed the Frontline card game. It was a
card game for 2 or more players, each card was a soldier, For people who have one favorite era, and are not
and you moved around and tried to eliminate the enemy interested in other eras, a Universal Rulebook provides all
soldier cards. the rules for each era, in one place. This means the
Fortification rules will work the same for the beaches of D-
Looking back on it, the path to Warfighter can easily be Day, as they do for storming a fantasy castle, or an enemy-
seen. held stronghold in Iraq.
Around that same time, I had designed the solitaire Special This, however, stretched the system in directions it was
Forces Vassal/PnP board game. You moved modern soldier never intended for. In a modern or WWII setting, melee
counters around maps, the game ran the bad guys, and you weapons and combat rarely occurs, so it can be kept
tried to complete missions. simple. On the other hand, melee combat is the primary
form of dealing with monsters in a fantasy setting. That, and
This led to Rise of the Zombies, a card game for 1 or more magic. I can assure you magic spells were never envisioned
players where you moved through locations and killed being part of the game when I was designing M4s for the
zombies to reach the rescue helicopter before time ran out. streets of Baghdad.
All of these games worked, but none of them really brought This meant I needed a system that could have M4s, Long
together the magic that I feel when a game really comes Swords, Orcs, Taliban, Laser Rifles, Fireball spells, German
together and all pistons are firing… Soldiers, Minor Heal spells, Deep Ones, Hind helicopters,
Nazi Zombies, Mecko-Dogs, powered armor, Imperial
Until one day I saw a post on Facebook from a Rise of the Japanese Skeletons, Kevflex Body Armor, and Tiger tanks,
Zombies fan suggesting a modern military expansion. I liked all operating under the same set of rules. And doing so
it! And it would be so easy! All I had to do was swap out fluidly so it felt natural to players.
zombies for enemy soldiers, civilians for soldiers, and
civilian guns for military weapons, and it would be done! I The biggest changes happened in the melee system. It had
could wrap it up in a couple weeks, easy. to expand from an afterthought to a full-blown main game
2
mechanic. Other areas also needed more detail, such as
vehicles and aircraft. These played a minor role at the start settings and eras
of the game series, but now expanded into a larger role. Warfighter now spans several Eras and Settings.
Especially when players wanted to include a tank with their
squad of soldiers. Eras are large blocks of time. At present, we have the Modern
Era, and the WWII Era. The Korean War cards are part of the
All of these changes and additions, of course, caused WWII Era. As we expand the series, we will also have the
chaos with the rulebooks. I wanted to keep all the rules Fantasy Era, Science Fiction Eras, and probably more.
consistent, to make learning the game and hopping
between eras to be as seamless as possible. Settings are specific situations within an Era.
I thank you. I thank each and every one of you who has
made this incredible journey possible.
3
Game Overview MISSION CARDS
Warfighter is a fast-paced card game depicting a squad of
Soldiers engaging hostile forces. To succeed, your Soldiers You will select one of these cards at the start of each Mission.
must complete a mission in enemy territory. They only have
Mission cards give you the
the weapons and equipment they bring with them to battle the
information needed to purchase
enemy forces they encounter, so planning and preparing for
your team and start your
the mission is vital to your success.
Mission.
The Warfighter series features boxed core games that provide
the basis for an Era or Setting, as well as expansion packs to
add Soldiers, Hostiles, Locations, Weapons, and more.
Component Overview
TACTICAL DISPLAY SHEET LOCATION CARDS
Location cards detail the terrain
Light Jungle you travel through on your way
Ent 4
Rein: 0-1 Jungle to your Objective.
LOCATION
Location Marker
2
Hostiles
Discard this card and
The Tactical Display Sheet is where you will place your card Free to play.
29-
30-49
1
2 draw a card from the
decks, cards, and counters during the game. Environ: Fever 4+. 50-74 3
Location Deck.
Nature. Obstructed. 75-99 5
100-124 8 Add the Location card
KEYWORD SHEET
125+ 11
WP-44 to your hand.
Some eras, such as WWII, have Side Note: We do our best to give each Soldier card a unique
Elite (more challenging) and photo. However, now that we have hundreds of Soldier cards
1 Frontline (less challenging) in print stretching back several years, we sometimes
Hostile cards. Separate the accidently re-use a photo. Please know that we go to every
Roll Attack (Range 0‐1)
5‐ Miss Hostile cards into a Frontline effort to minimize how often this happens.
6‐8 1 Wound
9+ 2 Wounds deck and an Elite deck. They
Penetration 1.
are easy to tell apart by their Squad Soldiers come as they
3 card backs. are shown on their cards.
WP-209 These are good low-cost
Soldiers to fill out your team.
If you need to draw a Hostile card, and the Hostile Draw Deck These are mid-cost Soldiers, and
is empty, shuffle the discards and re-form the Hostile Draw are good at supporting your
Deck. If there are no Hostiles in the Discard or Draw deck, do main Player Soldiers.
not place the Hostile.
EVENT CARDS
The Event cards represent
special situations on the
Easy Going
WP-260
5
SKILL CARDS Soldiers are still only allowed to have one instance of each
Skill card.
You can purchase Skill cards to
WEAPON CARDS
improve your Player Soldier’s
abilities.
You can purchase Weapon
Skills cannot be transfered to cards for your Player Soldiers.
other Soldiers.
Player Soldiers may freely
transfer Weapons to other
Player Soldiers in their same
Location card.
6
ACTION CARDS Identification counter. Place the Hostile Targeting counters into
an opaque cup. You will draw these counters to determine
which Soldier a Hostile is targeting.
Player Soldiers draw, hold,
ACTION COUNTERS
discard, and play Action cards
during the game.
Each Soldier has two Actions per
Each Action card details its Soldier Turn unless otherwise noted
game effect. on the card. As your Soldier uses an
Action, flip the Action counter to the
Action cards cannot be “USED” side. At the start of the next Soldier Turn flip them
transfered to other Soldiers. back.
AMMUNITION COUNTERS
Most Weapons come with several
Ammunition counters. You will place
these Ammo counters on your
DICE Weapon cards.
10-sided dice are used for all die rolls,
INACTIVE COUNTER
SERVICE RECORD COUNTERS
An Inactive counter is placed on the Objective
card at the start of the Mission. Once you
Activate the Objective card, discard this counter. These counters will be
placed on your Service
Record cards to show
how many times you can
SOLDIER IDENTIFICATION COUNTERS use each Service Record Skill.
HARDY COUNTERS
Each Soldier Identification counter has a number.
There are two of each of these numbered These counters will be expended to overcome
counters. You will place one on the Soldier’s card, harsh Environmental conditions.
and the other on the Soldier’s current Location card.
SUPPRESS/EKIA COUNTERS
Place these counters on a Hostile
card each time you inflict an Enemy
Killed In Action (EKIA) or Suppress
result from your Soldier’s Attack.
Place the Tactical Display Sheet on the table.
WOUND COUNTERS Your Soldiers will always be in a Location card. Mission and
Wound counters will be used to track
the reduction in a Soldier’s Health. Objective cards are considered to be Location cards. The
The reverse of these counters are Mission card and Objective card are the first and last Location
Treated Wound counters, used to cards of a Mission.
track Wounds that cannot be Healed again.
Deploy The Decks
BANDAGE COUNTERS Shuffle the following decks: Hostiles, Locations, Events, and
Action cards.
Four Bandage counters come with each First Aid
Kit Equipment card you purchase.
Place each deck face down on the Tactical Display Sheet’s
respective Deck Areas.
Not all eras have Elite and Frontline Hostiles. Some eras
separate the Hostiles by type/difficulty.
1
1
Example: The Modern era includes Middle East, Cartel, Eastern
European, and more.
8
MISSION CARD DETAILS
1 - Title: For flavor 7 - Loadout: Adjust each Player Soldier’s Loadout
only. rating by this modifier. Non-Player Soldiers and Squad
Soldiers ignore this adjustment.
2 - Region: Where
your Mission takes Example: A Player Soldier has a Loadout of 12. The
place. Mission has a Loadout penalty of -5. The Soldier’s
Loadout is reduced to 7.
3 - Entrance Cost:
8 - Engage in Hand to Hand: The Action card
The Action card
discard cost to engage a Hostile card in Hand to
discard cost to
Hand combat.
enter the Location.
The higher the
9 - Special Notes: Special notes relating to the
number, the harder
Mission.
it is to Enter the
Location. Example: When you play
mission cards
the Still Waters Mission
4 - Resources: The card, you know the
number of Resource Points you have to build your team Mission will take place in
and equip them for this Mission. the Jungle, you will have
114 Resource Points to
use toward creating your
5 - Time: The number of Game Turns you have to team, you will have 18
complete the Mission. Game Turns to complete
your Objective, which is
6 - Objective: Specifies where to place the Objective card found in Location #9 and
along the Tactical Display Sheet’s Mission Path. there is -5 Loadout to
how much your Soldiers
can carry.
9
SELECT YOUR MISSION CARD In regard to the Keywords Front-most, Rear-most, Beyond,
and Behind, treat the Objective card as being the Mission
Choose a Mission card card, and the Mission card as being the Objective card.
belonging to the Region you
selected. Shadow War Missions
Place the Insertion card and Extraction card next to the
Mission card. Resolve the Extraction as normal.
Mission Types
Warfighter features several types of Mission cards. Standard
Mission cards are found in the Core Games. The other Mission
types are found in the Expansion Packs.
Standard Mission Your Soldiers must keep Hostile cards out of the Objective
These Mission cards detail a card throughout the duration of the Mission.
Standard Mission. Your Soldiers
begin in the Mission card, advance Holding Action Missions have special set-up rules and
through a number of Location Mission rules.
cards, and finally enter an
Objective card and overcome the
Set-Up
At the start of a Holding Action Mission, place a "Holding
final obstacle to complete the Action Mission. The Front." Mission card in Location #1,
Mission. and a "Holding Action Mission. Fallback Position."
Objective card in the Objective's Location.
10
Ignore Hostile abilities and Keywords that adjust the Timer, subtract 2 Turns from the Mission time.
Place, or Maintain.
If there are Hostile cards in play at the end of a Soldier
If you have a card effect that can add Mission Time, you Turn, end the Mission. You have failed.
can use it to reduce Mission Time.
To complete the Mission, you must have no Hostile cards
Do not perform the Hostile Turn on the last Turn of the in play at the end of each Soldier Turn, until the end of the
Mission. Mission.
If there are Hostile cards in the Objective card at the end of Shore Defense Mission
a Soldier Turn, end the Mission. You have failed.
A Shore Invasion Mission is a
To complete the Mission, you must have no Hostile cards special kind of Mission first
in the Objective card at the end of each Soldier Turn, until appearing in WWII Expansion
the end of the Mission. #43 Shore Invasions.
Set-Up
Set-Up
Begin the Mission with a "Hold the Line Mission. Left
Flank." Mission card in Location #1, a "Hold the Line
Mission. Right Flank." Mission card in the Objective's To set up your Mission, select: a Shore Mission card for
Location, and draw and place a random Location card for Location #1 and a Shore Objective for Location #4.
each of the remaining Locations. Redraw, and keep
redrawing, for any Locations drawn that have a Rein of Also, select a Landing Craft Equipment card, and place it next
"None". to the Mission card.
Place your Soldiers in any of the Location cards, including
the Mission card and Objective card. Purchase your Soldiers and Gear as normal, except you may
not purchase or use Smoke Grenades during the Mission.
During the Mission
Draw a Reinforcement for each Location (checking Once you have completed these steps, draw a random Surf
Reinforment values and Hostile values as normal), Mission Location card for Location #2 and a random Beach Location
(if it has a Reinforcement value), and Objective card each card for Location #3.
Game Turn.
Also, draw Shore Defenses Hostile cards for the Shore
Ignore text on Hostile cards relating to “Place”.
Defenses Objective card.
If you have a card effect that can add Mission Time, you
can use it to reduce Mission Time. Fortifications
If you are using the Fortification expansion, draw a Fortification
Example: The Wrist GPS Equipment card adds 2 extra Turns card for the first Hostile card for the Shore Defenses Objective.
to the Mission Time. If a Soldier equips this, immediately
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Do not use a Fortification Objective. Use the Shore Assault
Objective.
Hostile cards do not start in, or Enter, Location cards #1, #2,
or #3. Place, or keep, Hostile cards in the Shore Objective
card.
If you selected Parachutes, refer to the rules on the Parachute
Draw all Reinforcement Hostiles from the normal Hostile deck. Equipment card. All Soldiers must be Equipped with a
Parachute.
The Shore Defenses Objective card and Shore Defenses
Hostile cards begin the Mission Active. If you selected a Glider, refer to the rules on the Glider
Equipment card. All Soldiers must arrive in the Glider.
Airborne Mission
An Airborne Mission is a Shuffle the Landing Zone cards and place the deck next to the
special kind of Mission first Tactical Display Sheet. If you have multiple Airborne
appearing in WWII Expansions expansions, you may combine the Landing Zone cards to
#24, #25, and #40. form a single deck.
Airborne Missions begin with Shuffle the Enemy Lines cards and place the deck next to the
the Soldiers being delivered to Tactical Display Sheet. If you have multiple Airborne
the start of the Mission by expansions, you may combine the Enemy Lines cards to form
either Parachutes, or in a a single deck.
Glider. Once the Mission is
You are now ready to begin.
underway, Airborne forces
must operate behind enemy
During the Mission
lines, cut off from support
forces, until their Mission is
complete. The Landing Zone
and Enemy Lines cards simulate the difficulties of Airborne
Missions.
Set-Up
To perform an Airborne Mission,
select an Airborne Mission card.
Only Airborne Soldiers may
participate in Airborne Missions.
Select Airborne Player Soldiers,
Non-Player Soldiers, and Squad At the start of the 1st Turn, draw a Landing Zone card and
Soldiers as normal. apply its effect. Do not draw Landing Zone cards after the 1st
Turn.
Select an Objective card as
normal. At the start of each Game Turn, starting with the 2nd Turn,
draw and resolve an Enemy Lines card.
Your Soldiers must be delivered
to the Mission card with a Glider,
or with Parachutes. Decide if you
will use a Glider or Parachutes when selecting your forces.
12
Fortification Mission JTAC Mission
A Fortification Mission is a special kind JTAC (Joint Terminal Attack
of sub-Mission first appearing in WWII Controller) Missions have your
Expansion #45. Soldiers using a laser
designator to illuminate a target
Set-Up for an airborne weapon
Select a normal Mission card and a platform to destroy with bombs
Fortification Objective card. Find the or missiles.
Hostile card that is “Present” on the
Fortification Objective card, and place Some Objective cards have the
it next to the Objective card. Shuffle “JTAC Attacks only” notation.
the Fortification Hostile cards and These Objectives can only be
draw one for each Location that will be placed during the Destroyed by JTAC Attacks.
Mission.
13
To perform a JTAC Attack, you must move the JTAC Raid Mission
Designator Equipment card within Range of the Objective These are two-part Missions.
card. The Ranges are listed on the Designator card. First, complete the Mission as
specified. You may not select
Once you have the Designator in Range, the equipping an Escape Mission Objective.
Soldier may begin paying Actions to generate Guidance
Points for one designated JTAC Attack Platform. Each time the Once you complete the
Soldier pays an Action, roll a die, reference the chart on the Mission, perform an Escape
Designator cards, and apply the listed modifiers. The result is Mission from the Objective card
the number of Guidance Points generated. Use a JTAC back to the Mission card.
Guidance counter to record the Guidance Points for future
reference. You may spend Actions and accumulate Guidance
Points for one or more Turns.
You must Activate the Objective before you can start Meltdown Mission
generating JTAC Guidance Points against it. These Missions have the
Soldiers racing against an
During the Soldier Turn, you may declare the JTAC Attack impending disaster while trying
Platform’s Attack on the Objective. Doing so is not an Action. to complete the Objective.
Roll the number of Attacks noted on the JTAC Attack Platform Set-Up
card, reference the Attack chart, and apply the Guidance The Mission card designates a
Points’ modifier to each roll. The result of each roll is the Meltdown number “(x)”.
number of Damage Points inflicted on the Objective.
Place the
You Destroy the Objective if you inflict the number of JTAC Meltdown Progress
Attack points of Damage listed on the Objective card. counter on
the noted
For each point of Damage inflicted on the Objective, Eliminate number of the Mission Timer
1 random Hostile in the Objective card. Gain XPs as normal. Track.
Immediately move the Noise counter to the Alarm Sounded Example: The Mission card notes “Meltdown (22)”, place the
space on the Tactical Display Sheet. Meltdown Progress counter on Turn 22 of the Mission Timer
Track.
Roll as noted on the JTAC Attack Platform card for each
Soldier that was at the listed Range from the Objective during During the Mission
the Attack to determine if that Soldier was also Downed by the Each time a Hostile Attacks and does not inflict a
Attack. Wound or Kill, place 1 Meltdown Damage counter
on the Mission card. Also, place 1 Meltdown
Example: You have selected an AN/PED-1 and MQ-9 Reaper for Damage counter on the Mission card for each die
your Mission. Your Soldier moves the AN/PED-1 within 1 rolled for an Explosion Attack (do not do this for Weapons
Location of the Objective. You spend 1 of the Soldier’s Actions
used as a Distraction).
to make a Guidance roll. You roll a 6, and gain 1 Guidance. You
then spend 2 XP to boost the roll to an 8. This gives you 2
points instead of 1. On the Soldier’s next Turn, you spend Each time you advance the Timer counter, advance the
another Action, roll an 8 and get more Guidance Points, for a Meltdown Progress counter a number of spaces equal to the
total of 4. You continue to spend Actions Turn after Turn until number of Meltdown Damage counters that are on the Mission
you have accumulated 10 Guidance Points. You then declare card.
the Reaper Attack. 10 Guidance Points gives you a +2 modifier
on your 2 Reaper rolls. You roll a 5 and 8, which become a 7 Example: There are 3 Meltdown Damage counters on the
and 10, and you inflict 2 Hits on the Objective. Mission card. At the end of the Turn, you advance the Timer
counter 1 space. You also advance the Meltdown Progress
You may only perform 1 JTAC Attack Platform Attack during counter 3 spaces.
the Mission.
14
Once you complete the Objective, stop moving the Meltdown Technicians enter play in response
Progress counter as you have completed the Mission. to a Location’s “Arrival” Keyword.
If the Meltdown Progress counter reaches 0, the target is During the Hostile Reinforcement
destroyed, Down all Soldiers, and you fail the Mission. Draw step, roll a die for each
Location with a Resolved counter
Sabotage Mission and the Arrival Keyword. If the roll is
These Missions have the in the noted range, look through the
Soldiers tasked with destroying Hostile deck, or cards placed off to
the target through acts of the side, and place the noted Hostile
sabotage. type in the Location.
These Missions will commonly If the Location already has a noted Arriving Hostile present, do
be paired with a second not roll.
Mission type, such as
Meltdown. Example: A Location card has “Console Station (Hack, +1),
Success: Place 1 Meltdown Damage counter, and
“Technicians” Arrive (1-5).”
In order to complete these
Missions, the target must be Your Soldier makes a successful Hack roll, triggering the
Destroyed by the means noted Success text.
on the Mission card.
During the next Hostile Reinforcement Draw step, there is no
Damaging Locations Technician in the Location. You roll a die and get a 3. You place
During Sabotage Missions, your a Technicians card in the Location.
Soldiers inflict Damage on the
During the Hostile Attack step, roll a die for each Technician. If
target, usually by using their Hack
they roll a Successful Repair, flip the counter from its Resolved
and Pick Abilities.
side back to its Unresolved side, and undo the Success effect
you inflicted.
15
Set-Up K9 Encounters
Set up the Mission as normal. Place the K9 Encounter cards next
to the Hostile deck. Before you
During the Mission place a new Location’s Hostile
Resolve the Mission as normal. You may Move your Soldiers cards, draw 1 card from the K9
to the Extraction card, and attempt to Extract them at any time. Encounter deck. The number in the
top right corner shows the Hostile
If the target has not been Destroyed when the Timer counter value of that K9 Encounter.
reaches 0, continue resolving Turns for Technician Arrival,
Repair attempts, and Meltdown Progress to determine if the If a Handler and their K9 are the first
Technicians can prevent the Meltdown Progress counter from Soldiers to Enter the card, roll on
reaching 0. the K9 Encounter card. If all rolls are
successful, gain the noted Reward. If any roll fails, suffer the
Assault Mission Failure.
You may declare any type of Mission to be an Assault Mission.
Shuffle and place the Fortifications deck within easy reach. Do not gain XP for the Encounter’s Hostile value.
Fortifications first appeared in WWII Expansion #45. You must
select an Assault Objective. The first Hostile placed for each If a Soldier other than a Handler and their K9 is the first to
Location must come from the Fortifications deck. Enter, the K9 Encounter card rolls are automatically failed.
16
this card. The Location has an Entrance cost of 5. Wong must K9 Objectives
discard 2 cards to Enter for himself, and 1 card for Gizmo, If a K9 is brought on a Mission, you
totaling 3 discards. Wong can decide to Ignore the Encounter. must choose one of the K9
On a roll of 3 or higher, the Encounter is discarded. On a roll of Objectives. Upon successfully
a 2 or less, Wong would suffer the Failure text on the resolving the Objective, the
Encounter. Mission is complete.
17
1 - Objective: Example: The Reinforce value is 0-1. You draw a
The conditions
that must be met
0 Hostile card during the Draw Reinforcement step
and check its Experience value. If the value is 0 or
1, add the Hostile card to the Location. If it is any
to complete this
Mission.
F other value, discard the Hostile.
Lone Soldier
3 - Engage in Hand to Hand: The Action cost to engage
Some Objectives in Hand to Hand combat.
have Keywords
describing what 4 - Hostiles: The total value of Hostile cards that appear
you must do to
complete the
Mission. These
1 when you Activate this card is based on your Team’s
current Resource Point value.
are found in the Example: When you Activate the River Crossing Objective,
Keyword sheet. your Team's current Resource Point value is 114. When
drawing Hostiles, you check the Hostiles table and see that
having 100-124 Resource Points causes you to draw 9
2 - Reinforce:
objective cards
points of Hostiles.
The exact point value of Hostile cards that can arrive in
this Location.
Place it on the
Still Waters Ent 0Location number
specified on the
Jungle
Mission card.
=MISSION=
18
player soldiers
1 - Nation: Indicates the Soldier’s Nation. 7 - Soldier’s Loadout: A Soldier can only hold
Weapons and Equipment up to the noted Loadout
2 - Name of Soldier: Only one instance of each Soldier value. A card’s Resource cost is also its Loadout
card can be purchased for a Mission. weight unless otherwise noted.
Example: You have 2 copies of Player Soldier Duncan. Only Example: An M1 Carbine costs 2 Resource Points. It
1 copy of Duncan can be used in a Mission. M1903A4hasScoped
a Loadout weight of 2.
Rifle Ranged
3 – Resource Cost: The cost in Resource Points to select Example: An M1 Rifle has a
this Soldier. 1939 2 Resource cost of 2, but as noted on
Loadout 4 its card, it has a Loadout weight of 4.
4 - Movement: The Movement value reduces the number of
Action cards that the Soldier has to pay toward a Location 8 - Soldier’s Hand to Hand (HtH) Skill: Modifies a
card's Entrance cost. Other Player Soldiers cannot discard Soldier’s Hand to Hand Attack rolls.
Action cards for your Player Soldier. Example: Duncan adds 1 to his Hand to Hand Attack
rolls.
Example: A Location has an
Entrance cost of 4 and your
ght Jungle Ent 4 Soldier has a Movement value 9 - Soldier’s Skills and Abilities (if any): Any of the
of 2. You would only need to Soldier’s inherent Skill cards and Abilities are listed
in: 0-1 Jungle 6
discard 2 Action cards to here. .30-06
Ammo
Enter the Location.
Example: Duncan freely starts the game equipped with
5 - Terrain Cover: Hostiles must roll this number or higher the Gung Ho and Hip Shooter skills, draws 1 Action
on a 6-sided die to Defeat the Soldier’s Terrain Cover during card at the start of each turn due to Combat Experience,
and starts with 1 Hardy (Hot) counter.
an Attack.
Example: A Hostile is attacking Player Soldier Duncan. The Soldier inherent Abilities include: CX, XP, Shadows,
Hostile must roll a 2 or higher on a 6-sided die to overcome Pick, and Hack. To purchase some Skill cards, the
Duncan’s Terrain Cover. Soldier must have the noted Ability as a pre-requisite.
2 Some Location cards will also refer to an Ability as part
6 - Soldier’s Health: A Soldier can hold a number of Action of the card’s text. Abilities are defined on the Keywords
cards equal to the Health value. Each Wound a Soldier sheet.
suffers reduces the Health (and Hand Size) by one card.
The stated RP cost of the Soldier includes all the Skills
If the Player Soldier ever reaches 0 Health, the Soldier is and Abilities listed on the card, and these do not have
Down (incapacitated) and can no longer participate in the to be added or calculated as a separate cost.
Mission.
19
non-player soldiers
Non-Player Soldiers (NPS) start the game with the 6 - Soldier’s Health and Actions: Each NPS receives
Weapons, Skills, and Equipment cards noted on their Actions to use each Soldier Turn based on the current
cards. They do not have a hand of Action cards. You Health. The numbers in the top row show the Soldier’s
choose how they use their Actions each Soldier Turn. current Health. The numbers in the “Actions” row show how
many Actions the Soldier can use.
1 - Nation: Indicates the Soldier’s Nation.
Example: Nurke begins with 2 Health. Whilst he has 2 Health
2 – Name of Soldier: Only one instance of each Non- he gets 2 Actions each turn. When he is reduced to 1
Player Soldier card can be purchased for a Mission. Health, he only gets 1 Action each turn.
Example: You have 2 copies of NPS Nurke. Only 1 If the Non-Player Soldier ever reaches 0 Health, the Soldier
copy of Nurke can be used in a Mission. is Down (incapacitated) and can no longer participate in the
Mission.
3 – Resource Cost: The cost in Resource Points to
select this Soldier. All their Weapons, Equipment, and 7 - Soldier’s Weapons, and Equipment: A Non-Player
Skills are included in the NPS’s cost. Soldier has only the Skills, Weapons, and Equipment listed
on the card.
4 - Movement: Since a Non-Player Soldier does not
have a hand of Action cards, if the Movement value is Whomever is playing the Non-Player Soldier can choose
less than a Location’s Entrance cost, Player Soldiers which of the Soldier’s Weapons to use for an Attack.
on the team must discard their Action cards for the
You cannot purchase extra Ammo for a Non-Player Soldier,
Soldier to enter the Location card.
but you can pass Ammo to the Non-Player Soldier during
Example: Non-Player the Mission, and the Non-Player Soldier can pass Ammo to
Soldier Nurke is other Player Soldiers and Non-Player Soldiers.
ht Jungle Ent 4
Entering the Light
Jungle Location card. A Non-Player Soldier can never have more Ammo than the
Weapon originally held.
0-1 Jungle
The Light Jungle has an Entrance cost of 4 and Nurke
has a Movement value of 1. Player Soldiers must
discard 3 Action cards so Nurke can enter the Light
8 - Soldier’s Abilities and Skills (if any): Any of the
Jungle Location. Soldier’s Abilities and Skill cards are listed here.
5 - Terrain Cover: Hostiles must roll this number or 9 - Soldier’s Hand to Hand (HtH) Skill: Modifies a
higher on a 6-sided die to Defeat the Soldier’s Terrain Soldier’s Hand to Hand Attack rolls.
Cover during an Attack.
20
squad soldiers
Squad Soldier cards do not have Action cards, Weapon 5 - Terrain Cover: Hostiles must roll this number or
cards, Skill cards, or Equipment cards. higher on a 6-sided die to Defeat the Soldier’s Terrain
Cover during an Attack.
They can only use the information on their cards which may
include Weapon cards, Skill cards, and Equipment cards. 6 - Health, Actions, and Attacks: As a Squad Soldier
suffers Wounds, the Soldier's Actions decrease, and
1 - Nation: Indicates the Soldier’s Nation. the Soldier's chances to successfully Attack also
decrease.
2 – Name of Soldier: Only one instance of each Squad
Soldier card can be purchased for a Mission. Example: Squad Soldier
Westlake has 2 Health,
Example: You have 2 copies of Squad Westlake. Only 1 copy and he has 3 Actions to
use during the Soldier
of Westlake can be used in a Mission.
Turn. His Hit number is 6
at Range 0.
3 – Resource Cost: The cost in Resource Points to select
this Soldier. If the Squad Soldier
ever reaches 0 Health,
4 - Movement: Since a Squad Soldier does not have a
the Soldier is Down
hand of Action cards, if the Movement value is less than a
(incapacitated) and can
Location’s Entrance cost, other Player Soldiers on the team
no longer participate in
must discard their Action cards for the Soldier to enter the
the Mission.
Location card.
Squad Soldiers never
Example: Squad Soldier Westlake is Entering the Light
Jungle Location card. run out of Ammo, and
never make Hand to Hand Attacks.
The Light Jungle has an Entrance cost of 4 and Westlake
has a Movement Skill of 2. Player Soldiers must discard 2 7 - Soldier’s Special Ability (if any): Any special
Action cards so Westlake can enter the Light Jungle ability information is noted here.
Location.
21
5 - Weapon Range: The distance between your Soldier and the
target.
22
1 - Melee Keyword: Strong - Roll 1 10-sided die. A Strong Attack
Can only be used in represents a focused, powerful Attack.
melee cards
Hand to Hand
Combat. Combo - Roll 2 10-sided dice. A Combo Attack
represents a series of Attacks.
2 - Special Rules
(if any): Any special Aimed - Roll 1 10-sided die. An Aimed Attack
notes relating to the represents a well-aimed Attack.
Weapon. Additional
Keywords can also 4 - Attack Details: Details any additional special rules
be found here. for the Weapon.
equipment cards
targeting you during
place it next to your each Hostile Turn.
Player Soldier card face
up on the table. It
remains with you
throughout the Mission
unless expended,
passed, dropped, or
discarded.
1 - Card Title: A
description of the
Equipment.
23
has a Loadout of 4.
If a Soldier card does not list an Armor type, you may Equip
the Soldier with any one Armor card.
24
Example: IBA Kevlar protects Body Locations 4 to 12 with a
Cover value of 3.
25
Skill cards permanently 3 - Card Effect: Pay any costs to gain the Skill card’s
enhance your Soldier. effect. The card’s effect can be used whenever it is
skill cards
applicable.
When you purchase a
Skill card, pay its Soldiers are limited to one Skill card of each title.You
Resource cost and place cannot pass Skill cards between Soldiers.The number
it next to your Soldier of Skill cards in the game does not limit what your
card face up on the team can purchase.
table. It remains with the
Soldier throughout the Some Non-Player Soldiers and Squad Soldiers come
Mission. with listed Skills. These work exactly the same as for
Player Soldiers.
Skills have no weight,
and therefore do not Some Skill cards reference other Skill card titles.
count toward your
Loadout limit. Example: In order to purchase Sharpshooter, you must
first purchase Marksman.
1 - Name of Skill: A description of the Skill.
1 - Nation: 5 - Battle: Each card shows the name of the battle, and the
Only Soldiers date the battle took place. You can only equip a Soldier with
from this Nation one Service Record that takes place during a specified time.
can use this Service Records dates cannot overlap.
card.
Example: You purchase the Battle
2 - Region: For of Kokoda for your Player Soldier.
The battle took place in July 1942.
flavor only. This You cannot purchase other Service
is where the Record cards that happened in this time period.
battle took
place. 6 - Skills: Each Service Record shows the abilities gained
by the Soldier.
3 - Resource
Cost: The cost Each card designates how
in Resource many times during the
Points to equip Mission each ability can be
your Soldier with this Skill. These do not have a used. Place the specified
Loadout cost. number of counters A, B,
and C on each Service
4 - Soldier Type: Each Service Record card Record card.
designates which type of Soldier can be equipped
with this card. Some Service Record cards cannot be When an ability is used,
equipped by Vehicles. discard the counter.
Example: This card can be purchased for a Player A Soldier can have any
Soldier (PS), a Non-Player Soldier (NPS), and a Squad
number of Service Records, as long as they do not overlap
Soldier (SQ).
Battle dates.
You must purchase at least one Player Soldier for your You may not pass Weapon or Equipment cards to or from
Mission. Non-Player Soldiers or Squad Soldiers, but you may pass the
same type of Ammo between Player Soldiers and Non-Player
Distribute the Resource Points between players in any way Soldiers (see section below.)
agreeable to all the players. You do not have to spend all the
Resource Points. Weapon Ammo
Each Weapon uses a specific type of Ammo.
The “Resources” number on the Mission card shows the
maximum number of Resource Points you can spend. When you purchase a Weapon, place the specified number of
Example: The Still Waters Mission Ammo counters on the Weapon card.
card specifies “Resources: 114”.
You can spend no more than 114 Example: The M1 Rifle begins the
Resource Points in total. Mission with 5 Ammo counters.
Some Locations, Action cards, and Equipment allow for mid- Example: Your Weapon uses .30 caliber Ammo. Your Weapon
Mission resupply. may only receive Ammo from another Weapon that is also .30
caliber.
The number of actual Weapon, Equipment, Service Record,
Several Weapons use the same type of Ammo. As long as the
and Skill cards in the game does not limit what your team can
Ammo type is the same, you can freely pass Ammo counters
purchase.
between Player and Non-Player Soldiers in the same Location
Example: 2 Soldiers both want the M1918A2 Machine Gun, but card during the Soldier Turn.
there is only 1 M1918A2 card in the game. Both Soldiers can
purchase and use the Weapon. Both Soldiers can reference
the card while keeping track of their own Ammo usage.
Example: When I move the #1 counter on the Tactical Display Next, I choose Non-Player Soldier Nurke, loaded with 2 XP, an
Sheet, I know I am moving Player Soldier Duncan. M1919 Machine Gun, the Machine Gunner Skill, and a Mk2
Grenade.
Place each Soldier’s 4 Hostile
Targeting counters in a cup. Finally, I add Squad Soldier Westlake who comes with the Skill
Gung Ho.
Example: You have chosen Player
Soldier Duncan, Non-Player This team costs a total of 62 Resource Points.
Soldier Nurke, and Squad Soldier
Westlake. You place the 4 copies
of the Hostile Targeting counters
#1,#2, and #3 into a cup.
28
All Player Soldiers have a hand of Action cards. Keep each Some Action cards refer to “Stealth” Attacks. You must
Player Soldier’s hand of cards separate. have a Weapon with the Stealth Keyword to perform a
Stealth Attack.
When you play an Action card, apply the effects of the card,
and then place it in the discard pile. You can play as many
Action cards from your hand as you like during the Soldier UPGUNNING
Turn. Whenever there is a bracket [ ] in an
Action and Skill card’s text, you can pay 1
You may play multiple Action cards for a single attack. Experience Point to “Upgun” the card.
Upgunning a card lets you use the bonus
Example: You are about to Attack, so you play a Steady Aim effects in all of the card’s brackets.
to gain +2 on your Rifle Attack. You play a second Steady
29
Paying 1 These cards can be kept in play for more than one Turn.
Experience Point
Trail Blazing Once the Support card is in play, you gain its benefit. At
Upguns all the
Brackets on a card. the end of each Soldier Turn, you can choose to either
discard the card, or pay its Retain cost in Experience
Example: You can play a Trail Points. If you Retain the card, you can use the card’s
Blazing card for your Player effect again during the next Turn.
Soldier and reduce a Location’s
Entrance cost by 2. Or you can Example: I play the Sniper Support Action card and
Upgun it to reduce the Entrance discard 2 Action cards from my hand. At the end of the
Play when you [any Soldier] cost by 4, and you can play it Soldier Turn, I pay 2 Experience Points to Retain the card.
are the first Soldier to enter a
for either your Player Soldier, or
Location. After you discard to
Enter, permanently reduce its another Soldier.
Entrance cost by 2[4]. Any Soldier can contribute to the XP Retain cost of a
WP-106
Support card.
Example: I discard 2
KEYWORD MATCHING cards to put a Sniper
Support card into
Some Action cards will only benefit a Weapon with a matching play. I use it to Kill a
Keyword. Hostile on a Hostile
card with a value of 0
Example: You are using an or 1. At the end of
M1 Rifle with the Ranged the Soldier Turn,
Keyword. You can use the another Soldier and I each spend 1 Experience Point to
Steady Aim Action card to Retain the Sniper Support card for another Turn. Since the
improve your Attack. Sniper Support card is already in play, I do not have to
discard more cards to keep it in play.
Example: You could not
use a Steady Aim to improve a Grenade’s Attack because the Only cards with a “Retain” Keyword can be Retained.
Grenade does not have the Ranged Keyword.
30
SEQUENCE OF PLAY
Initial Action Cards Perform the following steps each Mission Turn until the
Each Player Soldier has a hand of Action Cards that they Mission is successfully completed or fails:
draw, hold, play, or discard during the game.
Each Player
SOLDIER TURN
Soldier’s Hand Roll for Environment
Size is equal to the By paying an Action, a Soldier can:
Soldier’s current
Health. Remove 1 Suppress
Move
Draw Action Cards Attack
for each Player
Reload
Soldier equal to
the Soldier’s Discard and Draw
Health. Engage in Hand to Hand*
HOSTILE TURN
Reinforcement Draw
Hostiles Attack
Hostiles Close Range
Hostiles Remove Suppress Counters
Advance Mission Timer
31
All Player Soldiers have 2 Actions that can be spent
each Soldier Turn, unless otherwise noted on their RELOADING
cards. Spend 1 Action to remove an Empty Ammo counter from a
Weapon. If the Weapon has any remaining Ammo counters,
Non-Player Soldiers and Squad Soldiers have their the Weapon is Reloaded and can be used.
Actions listed on their cards.
Only Player Soldiers and Non-Player Soldiers may perform
Soldiers can play cards, use Equipment, declare this Action.
Attacks, and perform Actions in any order.
Spend 1 Action to remove 1 Suppress Only Player Soldiers may perform this Action.
soldier actions
MOVE
Spend 1 Action to Move to
an adjacent Location card.
ATTACK
Spend 1 Action to Attack a Hostile.
32
Soldiers can also perform the following Activities during the may not be passed if they have been used in the
Soldier Turn. These Activities do not have an Action cost, current Turn.
unless noted on a card. Stream Ent 1
Rein: 0-1
Example: You play a Location card. Playing a Location card LIGHTEN
Jungle THE LOAD
does not cost an Action, but the specific Location card you Recalculate your team's resource point value
played lists “1 Action to play” as a cost. This is an example
LOCATION
immediately when you discard Weapons or
of an Activity resulting in an Action cost. Equipment, as necessary. Any discarded item is
removed from the game.
PLAY AN ACTION CARD This is useful when you are recalculating your Team’s
Soldiers can play any number of Action cards.
resource point value.
Unless noted on the card, there is no cost to play an Action 2
Example: Your Team is worth 85
card. Hostiles
soldier activities
Resource Points. A 10-point Soldier is
29- 3 Downed, reducing your Team to 75
DISCARD FOR OTHER SOLDIERS 30-49
50-74
4
5
points. If you can reduce your Team
value by 1 point, you will drop into the
75-99 7 50-74 range on the Hostile charts. You
Player Soldiers discard the Action cards needed for Non-
100-124 10 discard 1 Mk2 Grenade to reduce your
Player Soldiers and Squad Soldiers to perform Actions 125+ 13 value to 74.
requiring an Action card discard. This can include: Entering
a Location, Using Equipment, etc.
PAY RETAIN COSTS
PLAY A LOCATION CARD Any Soldier may
pay the XP cost
Only 1 Location card can be played each Soldier Turn.
to Retain Support
cards in play.
Unless noted on the card, there is no cost to play a
Location card.
If a Support card is not Retained, discard it.
ACTIVATE THE OBJECTIVE CARD Once all Soldiers have used their Actions, or at any
Any Soldier in a Location card that is adjacent to the
Objective may activate the Objective. time, continue with the Sequence of Play.
33
Location Marker
WP-281
LOCATION MARKER CARDS 4 - Cost to Play: The cost to play a Location card is noted on
There are several Location Marker cards in the Action
card deck. its card:
When you draw a Location Marker card, discard and Free to play: This card does not cost any Actions or
immediately draw a Location card from the Location Experience Points to play.
card deck. Add the Location card to your hand.
Action: The Soldier playing the Location card must spend the
LOCATION CARDS noted number of Actions to play the card.
Location cards detail the terrain you travel through on
your way to your Objective. Pay Experience Points: You must spend the noted number of
Experience Points to play the card. Any Soldier can contribute
The text on a Location card only applies to that Experience Points to pay the cost.
Location card.
Other Keywords and special notes are also noted in this
Location cards have some of the same information as section.
Mission cards and Objective cards. Stream Ent 1
5 - Engage in Hand to Hand: The Action cost to engage in
Rein: 0-1
1 - Name of Location: For flavor only. Hand toJungle
Hand combat.
LOCATION
2 - Reinforce: The exact point value of Hostile cards 6 - Hostiles: When you place a Location card, draw cards
that can arrive in this Location during each Hostile from the Hostile deck.
Reinforcement Draw step.
The total Experience value of Hostile cards that appear in a
3 - Entrance Cost: Each Location card has an Location depends on your team’s total resource value. This is
Entrance cost in its top right corner. Each Soldier the same as the Resource value on the Mission card.
must discard this number of Action cards before 2
Example: Your team begins the game with
Entering the Location. Player Soldiers can discard for Hostiles
120 Resource Points. When you place the
Non-Player Soldiers and Squad Soldiers. Player 29- 3 Stream Location card, you draw Hostile
Soldiers cannot discard cards for other Player . 30-49 4 cards until you have drawn 10 or more
Soldiers. 50-74 5 Experience Points in Hostile cards.
75-99 7
100-124 10
Example: You must discard 2 Action cards from your
125+ 13
hand before you can enter a Location card with an
Entrance cost of 2.
34
Ent 1
Jungle
Each Hostile card has its Experience Point
(XP) value printed in its top right corner. ENVIRONMENT
0 Draw Hostile cards one at a time and keep
Stream
Rein: 0-1
Ent
Jungle
1
Location cards with the
“Environ” (Environment)
Keyword first appear in the
an ongoing total of the Experience Point
F value of the Hostile cards drawn. When you WWII Russia Expansions
LOCATION
draw a Hostile card that brings the total #9 and #10.
Experience Point value equal to or greater
than the Location card’s Hostile value, stop drawing cards. Soldiers in these Location
2
cards must endure
2 Hostiles particularily harsh
Example: My team has a Resource value of
Hostiles Free to play. 29- 3
40. When I play the Stream Location, I must
Environ: Fever 4+. 30-49 4 environmental conditions.
29- 3 draw Hostile cards until I reach a Hostile 50-74 5
Nature. Always
. 30-49 4 value of 4. I draw Holdouts (value 1), a Lone draw for Rein.
75-99 7
To overcome the
100-124 10
1
50-74 5 Soldier (value 0), and an Officer (value 3). I WP-42
125+ 13
75-99 7 Environment, each Soldier
stop drawing cards because the total
100-124 10 Experience Points are equal to or exceed in the Location must roll the
125+ 13 the Location card’s Hostile value. noted value or higher on a 10-sided die at the start of the
Soldier Turn.
35
placing a location card
Regardless of how many Soldiers are in the game, Beyond the Objective card, place it in the Objective card.
only one new Location card can be placed during
each Soldier Turn.
ASSIGNING HOSTILES
At the start of the game, if there are no Player Soldiers When you draw a Hostile
with a Location Marker card, you must spend Actions card, draw a Hostile
to Discard and Draw until someone draws a Location Targeting counter from
Marker card. the cup to see which
Soldier the Hostile will be Attacking.
Play each Location The Hostile will target that Soldier
card on the Tactical each Turn until the Hostile (or the
Display Sheet, Soldier) is Killed.
adjacent to the front-
most Location card If the Soldier being targeted by the Hostile card moves out of
played along the path. the Hostile’s Range, the Hostile card will not Attack until it is
back in Range.
You can play a
Location card as long A Soldier can be targeted by more than one Hostile card.
as there is a Soldier in
If a Soldier is Downed, remove all the Soldier’s Hostile
the front-most Location card.
Targeting counters from the cup. Draw a new targeting
PLACING HOSTILES
counter for each Hostile that was targeting the Downed
Soldier.
When you play a Location card, immediately draw
Hostile cards based on the team’s current Resource Example: You have 3 Soldiers in the Mission. You play a
Location and draw a Machine Gun Team, Flankers, Ambushers,
Point value and place them in the new Location card.
and an Officer. You draw 1 Hostile Targeting counter from the
Some Hostiles have Keywords that will place them in cup for each Hostile.
other Location cards.
Immediately place the Flankers in the Rear-most Soldier’s
Example: A Hostile has the “Front-most” keyword. Location.
Place this Hostile in the Location with the Front-most
Soldier. You draw a counter “#1” for the Machine Gun Team, a “#2” for
the Officer, a “#3” for the Flankers, and another “#1” for the
Example: A Hostile has the “Place in Targeted” Ambushers.
Keyword. Place the Hostile in the same Location as
the Soldier it is Targeting. Now that we know whom the Ambushers are Targeting, place
them in Soldier 1’s Location.
Some Hostiles have Keywords that will place them in
a Location space that does not have a Location card. During the Hostile Attack step, your Soldier #1 is Downed.
Place them, and move them as normal. Remove the #1 counters from each Hostile card and the cup.
Redraw those counters. The Machine Gun Team is now
Example: A Hostile has the “Place 2 Beyond Front- Targeting Soldier #3, and the Ambushers is now Targeting
most” keyword. Place the Hostile 2 cards in front of Soldier #2. The Officer continues to Target Soldier #2. The
the Front-most Soldier. Ambushers now move into Soldier 2’s Location.
If a Hostile is to be placed Behind the Mission card, When you Kill a Hostile, return its Targeting counter to the cup.
place it in the Mission card. If a Hostile is to be placed
36
ENTERING A LOCATION Hostile Penalties
Some Hostile cards add to a Location’s Entrance discard
cost.
Each Soldier can only Move once during each Soldier Turn.
Do not draw new Hostile cards when you move into a Suppress or Hit certain
previously placed Location card. Hostiles before entering their Location, to reduce the
Entrance cost.
Example: All the Soldiers are in the Stream Location card. You
play the Light Jungle Location card, adjacent to the Stream
card. You draw Hostiles.
37
Doors Example: The Elite Barracks’ Door has
a Pick notation, so it can be Picked.
Some Fortification cards have a “Door You move a Soldier with Pick 9+ into
to Interior” note. Doors first appeared the Barracks’ Location. The Door has
in WWII Expansion #45. You can “Pick +0”. You roll to Pick the Door’s
Attack the Fortification card as normal, lock. You will succeed on a roll of 9 or
higher. You roll a 9, and succeed. You
rolling against its Defeat Cover, or you can attempt to Breach
Throw a couple Grenades into the
its Door. Barracks’ Interior, Defeating its Interior
Cover of 1, and inflicting the 6 Hits
One way you can Breach a Door is by Attacking it. A Soldier needed to Eliminate the Barracks.
must be in the Fortification’s Location card to Attack its Door.
The Door’s Cover and Hits needed to Destroy it are listed on Once Breached, you may perform
the Hostile card. Do not add the Hostile’s Size when Attacking Range 0 Attacks, or pay Actions as normal to Engage in Hand
a Door. to Hand combat.
Example: The Elite Observation Post Vehicle and Aircraft Attacks must always Defeat the Hostile’s
has a Cover value of 12. You can Attack normal Cover value.
it as normal and attempt to overcome
its Cover value, or you can move a
Soldier into its Location and have the Beneficials (Success)
Soldier Attack the Observation Post’s You can gain a beneficial effect from
Door, which only has a Cover of 9. If AFT PASSAGEWAY
Rein. Roll: 1-5 Entrance 2 some Locations. They include the word
you inflict 2 Hits on the Door, you GOLDEN NORI
38
Obstacles (Fail) Example: A Location card has: “Locked Hatch (Hack +1),
Fail: Move the Objective 1 Location Beyond its current
Some Locations have a detrimental Location.” Your Soldier gets to add 1 to their Hack roll to
effect that is initiated when the first overcome the Locked Hatch. If the Soldier fails the Hack roll,
Soldier enters the Location card. They move the Objective card 1 Location further along the
include the word “Fail’ and have a Location path.
notation similar to:
Once you resolve the Detect and Disarm rolls, you draw
“Booby Trap (Pick, Detect +x, Hostile cards, Activate the Objective, and perform other
Disarm +x), Fail: Inflict...”. Actions and activities as normal.
The first word offers a general If the Hack or Pick results in a Noise increase, advance the
description of the type of obstacle Noise counter as normal. If there are Hostiles in that
encountered, but does not affect game play. Common Location, roll on the Noise Track to determine if any Hostiles
descriptions include: Booby Trap, IED, Locked Hatch, etc. heard the Noise.
39
A Soldier can spend 1 Action to Attack any Hostile Kill: If any of your adjusted Attack rolls is equal to
card that is within Weapon Range. or exceed the Weapon’s Hit number for the Range,
and your Defeat Cover roll equals or exceeds the
You can use the same or a different Weapon with Hostile’s Cover number, you Kill the Hostile. Place
each Attack. an EKIA (Enemy Killed in Action) counter on the Hostile card
to record the Kill.
You can target the same or a different Hostile card
with each Attack as long as the Hostile card is within Suppress: If any of your Attack rolls is equal to or
Range of the Weapon. exceed the Weapon’s Hit number for that Range,
or your Defeat Cover roll equals or exceeds the
Each Attack can only inflict 1 EKIA or 1 Suppress Hostile’s Cover value, but not both, you Suppress
result, no matter how many Attack dice are rolled. the Hostile. Place a Suppress counter on the Hostile card.
Place only 1 Suppression counter, even if the Attack inflicts
Squad Soldiers use their Attack Chart to roll 1 more than 1 Hit.
Ranged Attack die and 1 Defeat Cover die. Unless
noted otherwise on their card, all Squad Soldier
soldier attacks
No Effect: If all of your Attack rolls are less than the Weapon’s
Attacks are Ranged Attacks. Hit number for that Range and your Defeat Cover roll is less
than the Hostile’s Cover number, the Hostile suffers No Effect.
ATTACK MODIFIERS To show the relation between the Attack die roll and the Defeat
If a modifier adjusts an Attack roll, it modifies all of the
Cover die roll, here is the Attack chart from the Tactical Display
Attack die rolls.
Sheet:
Example: A Steady
4
Aim card adds 2 to
your Attack roll. If
you fire in Auto
F
Mode, it adds 2 to
M achine Gun Team
40
Attack Example #1 - You select Auto If your Attack inflicts the final Kill on a Hostile card, discard the
Mode, roll 3 Attack dice, and get a 2, 8, Hostile card and gain the number of Experience Points noted
and 9. You also roll a Defeat Cover roll of
on the Hostile card. Place the Experience counters on the
a 5 +1 Penetration, for a 6. You Hit with
your Attack, and you have defeated the Soldier card that performed the final Kill.
Hostile’s Cover. You have also rolled this
Weapon’s Reload result meaning to fire Each Star on an Experience Point counter is equal to 1
this weapon in the future you must Experience Point.
spend an Action to Reload. You inflict 1 Kill on the Lone Soldier
card. Place 1 EKIA counter on the card. You eliminated this Example: Duncan inflicts the 4th and
Hostile. Remove the card. Due to the Hostile’s 0 XP value, you final Kill on a Machine Gun Team card.
do not earn any XP for Eliminating this Hostile. Discard the Machine Gun Team card
and add 4 Experience Points to
Attack Example #2 - You Duncan’s Soldier card.
select Semi Mode. You roll a
4, missing with your Attack,
but you roll a Defeat Cover of
4 (+1), defeating the Hostile’s
cover. You Suppress the
Lone Soldier. Place a
Suppress counter on the
Lone Soldier card.
41
EXPLOSION AND SPRAY Melee combat takes place when a Soldier is using a Melee
Weapon to Attack, such as a Knife or Bayonet.
Weapons that explode, like hand grenades, have the
“Explosion” Keyword. Weapons that fire streams of bullets, The same rules apply to both types of Attacks.
like Machine Guns, have the “Spray” Keyword.
In order to perform a Hand to Hand Attack, your Soldier must
Roll the indicated number of Attack dice for an Explosion or be in the same Location card as the Hostile (Range 0).
Spray Weapon. Regardless of how many Attack dice you roll,
only roll 1 Defeat Cover die. In addition to being in the same Location, you
must select a Hostile card in your Location and
Unlike other Attacks, each Explosion and Spray Attack die has pay the number of Actions indicated by the
a chance to inflict a Miss, Suppress, or Hit. Resolve each Location’s Hand to Hand (HtH) combat value to Engage the
Attack roll separately against the Hostile card. Hostile in HtH combat (Unarmed or Melee).
Suppressions and Kills do not spill over to affect other Hostile Place the Hand to Hand counter with your
cards. Soldier’s number on the Hostile card you have
Engaged. A Soldier can only Engage 1 Hostile in
Example: You throw a Grenade at
a Mortar Team card with 4 HtH at a time.
Hostiles. You roll a 5 for your
Defeat Cover (+1 for Penetration, Example: You pay 1 Action and discard as normal to Enter a
increasing it to a 6), which is Location. The Location has a Hand to Hand cost of 1, so you
successful. Your Attack rolls are: pay 1 Action, select the Hostile, and place your Hand to Hand
2, 7, 6, and 9. You inflict 2 Kills counter on the targeted Hostile card. This uses both your
and 2 Suppressions. Actions. On your next Turn, you perform a Hand to Hand Attack
and Kill the last Hostile on the card. If you wish to Engage
Example: You throw a Grenade at another Hostile card in that Location, you must pay the
a Sniper Team card with 2 Location’s 1 Action HtH Engage cost again.
Hostiles. Your Defeat Cover roll is a 1 (+1 for Penetration,
increasing it to a 2), and fails. Your Attack rolls are: 2, 10, 7, and You may put aside Actions to accumulate and pay the Hand to
9. You inflict 3 Suppressions, but the third Suppression has no Hand cost. These cannot be used for anything else. You lose
effect because there are only 2 Hostiles. the set aside Actions if you perform any other Actions while
they are being saved. Once you pay a Hand to Hand cost, you
SUPPRESSED WEAPONS lose any remaining set aside Actions.
Some Weapons have the Soldiers and Hostiles cannot perform Hand to Hand Attacks
Suppressed keyword. These against Squad Soldiers, Structures, Aircraft, and Vehicles. If a
Weapons make less noise Hostile’s text has it Attacking in HtH against a Squad Soldier,
when fired. Structure, Aircraft, or Vehicle, it instead conducts its Attacks at
Range 0.
When you inflict an EKIA on a
Hostile with a Suppressed Example: You are using the Vehicle expansion, and a Hostile
Weapon Attack, in addition to card with the text “Engages in HtH” Targets one of your
placing an EKIA counter, also Vehicles. Move the Hostile into your Vehicle’s Location and
place a Suppressed counter on conduct a Range 0 Attack.
the Hostile card. This
represents the confusion the enemy suffers from being
attacked by an unseen attacker.
42
Attacking Stumble
If you roll the Weapon’s Stumble number or lower, before
applying any Modifiers, or any of your Attack rolls, you have
Stumbled during the Attack.
43
Shadows Ability (Hand to Hand) As you draw Hostile cards, place them face up on the
Tactical Display next to their Location card.
Some Soldiers have the
“Shadows” Keyword printed on
1 - Title: The name of Hostile.
their cards.
2 - Reticle: The Number of Hostiles on a card.
Only Soldiers with the Shadows ability can attempt to perform
Shadow Attacks or Shadows rolls. Example: You must inflict 4 Kills to eliminate the Banzai
card.
Shadow Attacks
At any time during the Soldier Turn, the Soldier can roll a 10- 3 - Hostile Value and Experience Points: The number
sided die. If you roll the Soldier’s Shadows value or higher, the in the upper right corner shows the Experience Point
Soldier has successfully moved out of sight of the enemy. If value of this Hostile card. Use this value when you are
you roll less than the Soldier’s Shadows ability, you Attack as drawing Hostiles for a new Location card, or for
normal. Some Hostiles modify your Shadows roll. Reinforcements. Also, a Soldier gains this number of
Experience Points from Killing the last Hostile on the
If you make a successful Shadows roll, add the Weapon’s card.
Stealth modifier to your HtH Attack rolls for the remainder of
hostile cards
the Soldier Turn. You must Kill all the Hostiles on the card before you
can claim the Experience Points for the card.
Example: You make a successful Shadows roll and your Ka-Bar
knife has Stealth +4. You decide to perform a Combo Attack. 4 - Hostile Level: At the start of a Mission, choose
You get to add 4 to both of your Attack rolls.
between Frontline Hostiles (F) and the more difficult
Elite Hostiles (E). All Hostiles in your Hostile deck must
If you make a successful Shadows roll, add 2 to your Stealth
be the same level.
Weapon’s Penetration for the remainder of the Soldier Turn.
Example: You add 4 to your Ka-Bar’s Attack rolls, and 2 to its 5 - Event: When you place a Hostile with the Event
Defeat Cover roll. notation, immediately draw a card from the Event
deck. Add the Event to the Hostile’s Location.
Thrown Attacks
6 - Attack Range and Attack Chart: Hostiles use the
All Thrown Attacks have an
chart on their card to Attack their targeted Soldier.
Attack Range of 0.
Example: The Banzai use the “4-3” column when
If you Attack using a Weapon’s Attacking, if no Hostiles are Suppressed or Killed. They
Thrown mode, you cannot use use the “2-1” column if 2 or 3 Hostiles are Suppressed
the Weapon again until that or Killed.
3
Hostile card is Eliminated, and
you are still in its Location.
F Some Hostile cards
Large Truck
44
1 - Name of Event - For
flavor only.
event cards
F an Attack chart. This text is affects a Location, place the Event card next to the
Officer
always active if there is at Location it was drawn for. Only draw an Event card
least one Hostile that is not if the Hostile enters play.
1 Suppressed or Killed on the
card.
Roll Attack (Range 0)
Modern Event Cards
4‐
5‐7
Miss
1 Wounds Example: The Officer’s Warfighter Modern Event cards are located within
8‐9
10+
2 Wounds
Kill
Reinforce and Inspire is active the Hostile deck.
Screened by (0‐1). unless he is Suppressed. The
4 Reinforce (0‐2). Screened by effect is always The Event card’s Experience value counts toward
Fearless. Inspire.
WP-230 active. the total Hostile value when drawing Hostile cards
for the Location. Treat the card's Experience value
7 - Cover: Soldiers must roll this number or higher on a 6-
2
sided die to Defeat the Hostile’s Cover during an Attack.
as normal when calculating for the Location's
E Reinforcement card draw.
Banzai
Additional Keywords can also be found here, such as: You do not gain XP for resolving Event cards.
Fearless, Rear-most, etc. An explanation of Keywords can
be found in the Keyword Sheet.
45
Do not draw a card for Locations that have a “None” Reinforce
value.
3
F
HOSTILES ATTACK
Officer
Resolve Attacks for all Hostile cards that are in Range of their
1 targeted Soldiers.
Roll Attack (Range 0) Example: A Hostile has a Range of “0-2”. The Hostile will Attack
4‐ Miss
5‐7 1 Wounds its targeted Soldier when the Soldier is at Range 0, 1, or 2.
8‐9 2 Wounds
10+ Kill
Screened by (0‐1). Hostile cards roll dice to Attack. Consult their Attack chart to
Reinforce (0‐2).
4 Fearless. Inspire.
determine the effects of their Attack roll.
WP-230
draw a Hostile
card, compare its value Example: If 3 Ambushers are alive and Unsuppressed when
against the Reinforce they attack, the Ambushers inflict 2 Wounds on a roll of 8+.
1 value on the Location
Example: If 1 Ambusher is Killed and 1 is Suppressed, there is
2 card. only 1 active Ambusher. The Ambushers inflict 2 Wounds on a
roll of 10+. 3
If they match, add the Hostile card to that Location.
F and 2 more are Suppressed,
Example: If 1 Ambusher is Killed
Officer
If the point value does not match, do not draw there are no active Ambushers on the Hostile card. The
another Reinforcement card. Ambushers card does not attack during this Turn.
4 1
Example: Your Location card’s Reinforce value is 0-1.
When you draw a Hostile Reinforcement card, check
Weapon Range and Attack Chart
its value. If it is a 0 or 1, add that Hostile card to your
Roll Attack (Range 0) When a Hostile Attacks a
4‐ Miss
Location card and draw its Hostile Targeting counter. If 5‐7 1 Wounds Soldier, roll a 10-side die for the
8‐9 2 Wounds
it is not a 0 or 1, discard the Hostile card. 10+ Kill Attack, and roll a 6-sided die to
Screened by (0‐1). Defeat the Soldier’s Cover.
Example: The Stream Location has a Reinforce value 4 R i f (0 2)
of 0-1. You draw an Officer with a value of 3. Discard Each Hostile card has a unique Attack chart.
the Officer card.
Example: The Stream Location has a Reinforce value Use the Attack chart to determine the result of the Attack
of 0-1. You draw Recruits with a value of 1. Add the based on the success of the die rolls.
Recruits card to the other Hostile cards in the Stream
Location card, and draw a Hostile Targeting counter
from the cup for the Recruits.
46
Resolving a Hostile Attack Example: The Hostile’s Attack roll indicates 2 Wounds, but its
Defeat Terrain Cover roll fails to Defeat the Soldier’s Terrain
Update: With the addition of Body Armor to the game, this rule Cover. Do not roll to Defeat Body Armor because the Defeat
section now has a “Defeat Body Armor” step. Terrain Cover roll failed. The Soldier suffers a Suppress.
Attack Roll and Terrain Cover Roll Example: The Hostile’s Attack roll indicates 1 Wound, its
Defeat Terrain Cover roll defeats the Soldier’s Terrain Cover,
Roll a 10-sided die for the Hostile’s Attack, and a 6-sided die
but the Defeat Body Armor roll fails to defeat the Soldier’s
for the Hostile’s Defeat Terrain Cover roll. Body Armor. The Soldier suffers a Suppress.
Compare the Attack roll to the Hostile’s Attack chart to Example: The Hostile’s Attack roll indicates a Miss, the
determine the number of Wounds inflicted on the Soldier. Defeat Terrain Cover roll is equal to, or greater than, the
Soldier’s Terrain Cover, and the Defeat Body Armor roll
Compare the Defeat Terrain Cover roll to the Soldier’s Cover defeats the Soldier’s Body Armor. The Soldier suffers a
value. If the roll is equal to, or greater than, the Terrain Cover Suppress.
value, the Attack defeats the Terrain Cover. If the Defeat Cover
No Effect - The Attack roll inflicted 0 Wounds, and at least
roll does not defeat the Soldier’s Terrain Cover, do not roll for
one of the Defeat Cover rolls failed. The Attack has no effect
the Soldier’s Body Armor.
on the Soldier.
Body Armor Roll Example: The Hostile’s Attack roll indicates a Miss, and the
If the Defeat Cover roll defeated the Soldier’s Terrain Cover, Defeat Terrain Cover roll fails to defeat the Soldier’s Terrain
roll a 20-sided die for Body Location and a 6-sided Defeat Cover. The Soldier suffers no effect.
Body Armor die to determine the Attack defeats the Soldier’s
Body Armor. Example: The Hostile’s Attack roll indicates a Miss, the
Defeat Terrain Cover roll defeats the Soldier’s Terrain Cover,
but the Defeat Body Armor roll fails to defeat the Soldier’s
If the Body Location roll results in a Body Location not Body Armor. The Soldier suffers no effect.
protected by the Body Armor, the Body Armor is defeated.
Summary
If the Body Location roll results in a Body Location protected
If the Attack roll and both Defeat Cover rolls are successful,
by the Body Armor, and the Defeat Cover roll is less than the
the Soldier suffers Wounds.
Body Armor’s Cover for that Body Location, the Body Armor is
successful. If only 2 of the 3 Attack and Defeat Cover rolls are
successful, the Soldier suffers a Suppress.
If the Soldier is not Equipped with Body Armor, do not roll to
defeat the Body Armor. The Attack automatically defeats the If 0 or 1 of the 3 Attack and Defeat Covers rolls are
Body Armor. successful, the Soldier suffers no effect.
Example: The Hostile’s Attack roll inflicts 3 Wounds, the Defeat Example: The Flankers have targeted Soldier #2, NPS Nurke,
Terrain Cover roll is equal to, or greater than, the Soldier’s but Nurke is at Range 2 from the Flankers. Move the Flankers
Terrain Cover, and the Defeat Body Armor roll defeats the 1 Location closer to Nurke during the Close Range step.
Soldier’s Body Armor. The Soldier suffers 3 Wounds.
Example: The Flankers, who have a Range of 1, have
Suppress - Either the Attack roll inflicted 1 or more Wounds or targeted Soldier #2 Nurke, but Nurke is at Range 2 from the
Flankers. The Flankers have a Suppressed counter on their
both Defeat Cover rolls were successful, but not both. Place a card. The Flankers cannot Attack because they are out of
Suppress counter on the Soldier card. Range, and they cannot Move because they have a Suppress
counter.
47
There are situations when a Hostile is in Range, but Each Wound suffered by a Soldier reduces the Soldier’s
cannot Attack the Soldier, due to an Obstructed Location Health and Hand Size by 1.
or other card text. In such situations, the Hostile Moves
closer to the Soldier. Example: Your Soldier starts with a Health of 6. This means
your Hand Size is 6, and you can hold at most 6 cards in
your Hand after performing a Discard and Draw Action.
Some Hostiles do not
3 Attack your Soldiers, but Your Soldier then suffers a 2-point Wound. This reduces
F instead apply a their Health and Hand Size to 4. You can hold at most 4
detrimental effect. If the cards in your Hand after performing a Discard and Draw
Large Truck
soldier wounds
2
16-52
Example: The Large Truck Example: Duncan suffers a
draws a Reinforcement 1-point Wound from a Sniper
each Turn during the Team’s Attack and a
Reinforcements Draw step. If it is more than 2 Location 2-point Wound from an
cards away from its targeted Soldier, it does not draw a Attack by Flankers. Place 2
Reinforcement card. Move the Large Truck one location separate Wound counters on
closer to its targeted Soldier during the Close Range Duncan, a counter with a 1
step. and a counter with a 2.
Duncan must be Treated for
each Wound separately.
No Location Card
There will be times when a Hostile is Placed in, or Moves
into, a Location space that does not yet have a Location
card.
48
counter with a Treated Wound counter. The Treated Wound Recalculate your team’s Resource point value each time a
counter shows that the Wound cannot be Treated, Reduced, Soldier is Downed or Removed from the Mission.
or Removed again.
Example: If a 20-Resource
Disregard any unused Heal points left over. Stream Ent 1 point Non-Player Soldier is
Rein: 0-1 Jungle Downed, your team, which
Example: Nurke has suffered a 2-point Wound. Duncan uses started with 52 Resource
Points, would now be worth 32
LOCATION
his First Aid Kit and Heals 1 point of Nurke’s Wound.
Replace the 2 Wound counter with a 1 Resource Points. When
point Treated Wound counter. This drawing Hostiles for the Stream
shows he is still suffering from 1 Location card, you would only
Wound, and the Wound cannot be draw until there are 4 or more
2
Treated, Reduced, or Removed again Hostiles Hostile Experience Points of
during the Mission. Free to play. 29- 3 Hostile cards in the Location
30-49 4
Environ: Fever 4+.
50-74 5 card.
Nature. Always 75-99 7
Example: A Soldier suffers a 2-point Wound. Later in the game, draw for Rein. 100-124 10
you play a Walk It Off Action card to reduce it to a Treated WP-42
125+ 13 Take into account the
1-point Wound. The 1-point Wound cannot be Treated, Resource Point value of all the
Reduced, or Removed again. Player Soldier’s Weapons and
Equipment during the
Example: A Soldier has a 1-point Treated Wound.
recalculation.
You cannot play a Walk It Off Action card to remove
the Treated Wound.
Example: If you started the Mission with 4 Grenades, they
would have been worth 4 Resource Points. If you have 2
Grenades when you recalculate, count them as being worth
2 points.
Outside of Mission Healing
Soldiers participating in a Campaign, or a series of
linked Missions, can receive Healing between
REMOVED SOLDIER OUTCOME
When the Mission is over, roll to determine the status of
Missions as specified in those rules. each Downed or Removed Soldier. If you are playing a one-
time Mission, this is for player interest only.
Out of Mission Healing is not limited to once per Wound
counter. Such Wounds can be Healed multiple times until fully If you are playing in a series of Campaign Missions, this will
Healed. determine the Soldier’s future participation in the
Campaign.
Example: A Soldier is injured in a Private Military Contractor
(PMC) Campaign. At the end of each Week, you roll to see if
your Infirmary is able to Heal the Wounds. Continue rolling If a Soldier receives an “Able to return to Duty” result, he
each Week until all the Wounds are Healed. remains in the Campaign. Any other result removes him
from the Campaign.
You may Remove Soldiers from the Mission at any time during
the Soldier Turn.
49
If the Objective has the Eliminate Hostiles Keyword, you must
Eliminate all such Hostile cards, even if they were Placed
outside the Objective, or Moved out of the Objective. Also, to
fulfill the Eliminate Hostile’s Keyword condition, there can be
no Hostile cards in the Objective at the end of the Soldier
Turn.
Examples:
50
Another Soldier then fires a Flamethrower at a Hut and inflicts 3
Hits. He Destroys the Hut. Your Team must Destroy 2 more Huts
to complete your Mission.
Success
The game immediately ends in success when you complete
the Objective card’s requirements.
51
Use all the standard Warfighter rules when New Card Types
conducting a Shadow War night Mission, with the
following exceptions and additions. Shadow War Insertion
replaces the night combat cards and rules appearing HELO (DEFIANT) Details the team’s method of arriving
in the Warfighter Modern Footlocker storage box. at the target.
=NIGHT INSERTION=
In Shadow War, attacking and movement generate Apply the Insertion card’s text at the
Noise. The Hostiles can hear this Noise, become start of the Mission. Each card notes
aware of your presence, and go into normal combat any costs and limitations to your
mode. You want to do your best to keep your Noise to Adds 3 extra Turns to Mission. Soldiers begin the Mission in
the Mission Time.
a minimum, because if they are unaware of you, they May only perform the Mission card as normal.
Noise 0 or 1 Attacks.
won’t attack you, or intentionally move toward you, S-17
Mission Cards
MOVE OUT Shadow War Mission cards have two
NORTH KOREA Entrance 0 new pieces of information: Activity and
Any RPs spent on Insertion and Extraction cards still +0
=NIGHT MISSION=
Confusion.
count toward your overall RP value for the Mission.
=NIGHT LOCATION=
“Distraction (x)”
Location Cards notation. When you have a Soldier in
FIELD Every Night Location has
Rein. Roll: 1-4 NORTH KOREA
Entrance 3 Entrance 3
an additional Entrance 0
one of these Locations, the Soldier
may deploy Triggered Weapons to
+2
=NIGHT LOCATION=
have no effect.
Night Locations use “Reinforce Roll” rules instead of the
normal Reinforce rules, and have “Rein. Roll” instead of Later, I decide to Trigger my Claymore as a Distraction. There
“Reinforce” printed along their tops. are 3 Hostiles in the Location. 2 random Hostile cards in the
Engine Room are Eliminated. I gain XP for the 2 Hostile cards.
Roll a die during the Reinforcement Draw step instead of Placing my Claymore, Triggering my Claymore, and Eliminating
drawing the next Hostile card. Roll a die during the Hostile cards cost no Actions.
Reinforcement Draw step, then draw the next Hostile card.
I move the Noise counter by 20 spaces up the Noise Track, 5
Add the Hostile card’s value to the die roll. If the Hostile’s noise for each Explosion die on the Claymore card. This moves
value plus the roll falls into the card’s Rein. Roll range, draw the Noise counter into the Alarm Sounded circle.
the Hostile card and put it into play.
If the Hostile’s value plus the roll does not fall into the card’s
Rein. Roll range, discard the Hostile.
53
Reaction Force Hostile Cards New Counter Types
Separate these special Hostile cards
and place them off to the side for
Noise
Used to track the
possible later use.
current Noise level.
Reaction Force Hostiles only enter
Place the Noise counter
play when the target goes On Alert.
on the lowest circle of the Noise Track.
Reaction Forces Move and Attack as
regular Hostiles. Unaware/Pauses
Used to show each Hostile card’s
awareness of your presence.
Extraction Cards
VEHICLE (M998 HMMWV) Details the team’s method of leaving
Rein. Roll: None Entrance 3 the target. Unaware Target
+4 Drawn from a cup when you declare a Ranged
=NIGHT EXTRACTION=
The Extraction card is treated as being Attack against an Unaware or Pauses Hostile.
adjacent to the Objective card.
1 Do not draw these counters for Hand to Hand
Each Extraction card notes costs and Attacks.
Keep Clear 2. limitations to your Mission. Your
Soldiers must meet the conditions on Enemy Mobilization Status Counter
S-52
the Extraction card to end the Mission. Used to show the alert status of the enemy forces.
Standard Extraction
To perform a Standard Extraction you must first complete the
Objective. Once the Objective is completed, Soldiers can
enter the Extraction card from any Location cards, as well as
Moving between the Extraction card and any Location cards. Mobilized
You may meet, or attempt to start meeting, the Extraction Used to indicate which Locations have been
card’s condition once all Soldiers are in the Extraction card. Mobilized.
54
Black Ammo
This Ammo is optimized for night combat. These
are heavy subsonic rounds. This Ammo makes
less Noise when fired. Pay 1 RP for each Black
Ammo counter you select.
Subsonic Ammo
This Ammo has a lower velocity, and thus lower
Penetration. This Ammo also makes less Noise
when fired, but it suffers from a -2 Penetration
modifier.
Ammo Selection
You may now select the individual Ammo counters assigned
to each Weapon. Select whichever counter you want loaded
into the Weapon at the start of the Mission.
When you perform a Reload, you may select from any of the
Weapon’s remaining Ammo counters.
Non-Player Soldiers
You may select and purchase any of the 3 Ammo types for
your Non-Player Soldiers.
55
Shadow War Hostiles do not know of your presence Pauses - They stop because they think they heard
until you make enough Noise to attract their attention. or saw something.
Hostiles have several escalating levels of awareness
of your presence. In the final stage of awareness, they
Move and Attack like a regular Hostile card.
Going For Alarm - They know your Soldiers are
Until the Shadow War Hostiles are aware of you, they nearby, and they are trying to alert the others.
Move randomly and will not Attack.
Shadow War Soldiers are usually lighter armed than Mobilized - They are fully aware of your nearby
daylight Soldiers. Try to attract as little attention as Soldiers and act like regular Hostiles.
shadow war - hostiles
Unrevealed Side Revealed Side Whether a Hostile is Unrevealed or Revealed does not affect
its Move and Attack Actions.
Shuffle the Hostile cards as normal, and place the
cards with their Unrevealed sides face up on the <- X-X -> Random Hostile Movement
Tactical Display Sheet. Roll a die for each Unaware Hostile.
The Unrevealed side of Hostile cards are more deadly If the roll is less than the number range
than the Revealed sides. Unaware sides tend to have shown on the Hostile’s card, Move the
a higher Cover, more Reticles, deadlier Attack Hostile 1 Location to the left.
information, and so on.
If the roll is in the number range, don’t Move the Hostile card.
It is almost always a good tactic to Reveal Hostile
cards as soon as possible. If the roll is greater than the number range, Move the Hostile
card 1 Location to the right.
Status
Hostiles have 4 status levels. These descriptions are Example: For the Hostile card above, you roll a 2. Move the
Hostile card 1 Location to the left.
for informational purposes only.
If you had rolled a 6, the Hostile would not Move.
Unaware – They have no clue that your
Soldiers are in the area. If you had rolled a 9, the Hostile would Move 1 Location to the
right.
56
Do not Move Hostile cards with a “Stationary” Random
Movement notation.
57
You perform the same basic Actions as for a daytime Example: A Soldier has Shadows 8+. You Move him into an
Mission. In addition to your normal Actions, you will adjacent Location card and roll a 7 for his Shadows Skill. A
failure. He makes 1 Noise.
also Reveal Hostiles to get a clear picture of the threat
they represent, and do your best to avoid making too
much Noise. Attacking Hostiles
shadow war - soldier actions
Placing and Revealing Hostiles (3) If you have placed EKIAs on an Unrevealed Hostile and
you then Reveal it, it might be immediately Killed. This is
During the Mission, draw Hostile cards as normal. because while the EKIAs are not enough to Kill all the
The Unrevealed sides are deadlier. They have more Unrevealed card’s Reticles, they are enough to Kill all the
Reticles, higher Defeat Cover ratings, and better Revealed card’s Reticles. In this situation the Soldier who
Attacks. Reveals the Hostile card gets the XP.
When placing a new Hostile card, place it with its Example: You have been attacking an Unrevealed Hostile card
with 4 Reticles. You have inflicted 3 EKIAs. You then use Night
Unrevealed side face up, and place an Unaware
Goggles to Reveal the Hostile card. The Revealed side has
counter on it. only 2 Reticles. Immediately Kill the Hostile card, and the
Revealing Soldier gains its XP.
If a Hostile card is to be placed to the left of the
Mission card, place it in the Mission card. If a Hostile Attacking an Unaware or Pauses Hostile
is to be placed to the right of the Extraction card,
When a Soldier declares, and pays for, an Attack
place it in the Extraction card.
against a Hostile card with an Unaware or Pauses
counter, draw an Unaware Target counter from
Revealing Hostiles
the cup
Revealing a Hostile is the act of flipping its card from
its Unrevealed side to its Revealed side. The Hostile Do not draw an Unaware Target counter when targeting a
card keeps any counters already on it when it is Vehicle, Structure, Door, Inanimate, or Aircraft, unless the
Revealed. Hostile has the Vulnerable Keyword. Draw an Unaware Target
counter as normal against Vulnerable Hostile cards.
You Reveal Hostile cards by using your Night
Equipment. Each Equipment card specifies the roll or Unaware Target counters have the following effects on your
cost needed to Reveal a Hostile card. When you Attack:
Reveal a Hostile card flip it from its Unrevealed side to
its Revealed side. No Shot – The Soldier cannot perform this Attack. The Action
is wasted. The Soldier can declare and pay for a new Attack.
Unless noted as being an Action, Revealing a Hostile
does not use an Action. +X, +X – Add the top number to the Soldier’s Attack rolls, and
the bottom number to the Soldier’s Defeat Cover roll.
Movement Noise (Shadows Skill)
When a Soldier declares an Action to Move to a EKIA, No Roll – Place an EKIA on the Hostile card for each
different Location, roll for the Soldier’s Shadows Skill. Attack die to be rolled. No rolls needed. Do not roll to check
If the Soldier makes a successful Shadows roll, the for Reloading.
Action generates 0 Noise. If the roll fails, the Action
generates 1 Noise. 1 XP, EKIA, No Roll – The Soldier must pay 1 XP to perform
this Attack. If you choose to, place an EKIA on the Hostile card
Example: A Soldier has Shadows 8+. You Move her for each Attack die to be rolled. No rolls needed. Do not roll to
into an adjacent Location card and roll a 9 for her check for Reloading.
Shadows Skill. A success. She does not make any
Noise.
EKIA, No Roll, GFA - Place an EKIA on the Hostile card for
58
each Attack die to be rolled. No rolls needed. Do not roll to Black Ammo and Subsonic Ammo generate 5 Noise for
check for Reloading. If there is a Hostile in the Soldier’s each Attack die rolled. Normal Ammo generates 10 Noise
Location, or the Target’s Location, change a random Hostile’s for each Attack die rolled. A Suppressed Weapon reduces
status in those Locations to Going For Alarm (GFA). If there the Noise generated by each Attack die.
are no Hostiles in either Location, do not place a Going For
Alarm counter. Example: A standard M4 Carbine firing standard Ammo
creates 10 Noise with each Attack die rolled.
After drawing the Unaware Target counter, you may choose to
Example: Subsonic or Black Ammo creates 5
resolve the Attack as normal, or you may choose not to Noise per Attack die, and a Suppressed M4
perform the Attack. If you choose not to Attack, the Action Carbine reduces the Noise by 3 for each die.
remains paid for, and it still counts as an Action, albeit a This results in each M4 Black Ammo Attack die
wasted one. generating 2 Noise.
Example: You declare an Attack, and draw an Unaware Target Explosion Attacks generate 5 Noise for each Attack die
counter. It is a “+3 / +0”. You may perform the Attack and add rolled.
3 to your Attack die rolls, or you may choose not to do the
Attack, and waste the Action. Example: You throw a 4-die Grenade at a Hostile card. It
generates 20 Noise.
Use the Unaware Target Attack Chart
on the Shadow War Tactical Display Example: You use a 2-die Trigger device as a Distraction. It
Sheet to determine the outcome of the generates 10 Noise.
Attack.
A Hand to Hand Attack that inflicts an EKIA generates 0
If the Attack results in an EKIA or Going For Alarm, but does Noise. Any other Hand to Hand Attack result generates 1
not Eliminate the last Reticle on the Hostile card, place a Noise.
Going For Alarm counter on the Hostile card and the Going
For Alarm Track. Evading Hostiles
Soldiers can pay XP to Evade Hostiles using the normal
Example: The Hostile card has 3 Reticles. You Attack it and Evasion rules.
inflict 1 EKIA. Place 1 EKIA and 1 Going For Alarm counter on
the Hostile card. Example: The Hostile card has an “Evade (3 XP)” notation.
You can pay 3 XP during the Soldier Turn to discard the
After resolving the Attack, or choosing to not perform the Hostile.
Attack, return the Unaware Target counter to the cup.
Soldiers can pay to Evade a Hostile that has a Going For
Attacking an Aware Hostile Alarm counter. When you do so, discard the Hostile card.
Hostiles that do not have an Unaware or Pauses counter are The Hostile’s Going For Alarm counter remains on the track
Aware Hostiles. and advances as normal.
Attack Noise
After resolving the Attack, advance the Noise counter along
the Noise Track. See the Soldier Actions Chart on the Tactical
Display Sheet for the Noise generated by each type of Attack.
59
As you generate Noise with your Actions, and as the If there is a Hostile card in the Soldier’s Location, or the
Hostiles search for you, the Noise counter advances Targeted Hostile’s Location, roll on the Noise Track. If the
up the track. The higher it gets, the better the chance result is Pauses, flip a random Hostile’s Unaware counter in
of the Hostiles discovering you. the Soldier’s Location or the target’s Location to its Pauses
side.
Once a Hostile notices your presence and goes for
shadow war - noise reaction
the alarm, you have only a handful of Actions to If the result is Going For Alarm, replace a random Hostile’s
Eliminate the Hostile card before it alerts all the Pauses or Unaware counter in the Soldier’s Location or the
enemy forces. target’s Location with a Going For Alarm counter.
Noise Track Example: Your Soldier Moves into a Location, fails his Shadows
roll and generates 1 Noise. You advance the Noise counter by
The Noise Track is divided into 6 1 space along the track. The Noise counter is now in the
middle space of the third section (Going For Alarm 2- and
sections. Each section lists the Pauses 3-5) from the bottom. You roll a 1. This means a random
die roll ranges for Going For Hostile in the Soldier’s new Location is Going For Alarm.
Alarm and Pauses.
If you had rolled a 4, a random Hostile in the Location would
The lowest section has None for Pause.
Going For Alarm and 1- for
If you had rolled a 7, there would have been no effect to
Pauses.
advancing the Noise counter.
The next section has None for Example: A Soldier in Location #3 Attacks a Hostile card in
Going For Alarm and 3- for Location #5. The Black Ammo generates 5 Noise, less 2 Noise
Pauses. for the Suppressed Weapon’s Noise reduction, for a total of 3
Noise. You advance the Noise counter 3 spaces. If there are
The next section has 2- for Going any Hostiles in Location #3 or #5, roll to see if any of them
For Alarm and 3-5 for Pauses. Pause or Go For Alarm. If one is Pausing or Going For Alarm,
randomly determine which Hostile in Location #3 or #5 is
doing so.
And so on up the Track.
If an Unaware Hostile receives a
If the die roll does not fall into the
Pauses result, flip its Unaware counter
Pauses or Going For Alarm die
to its Pauses side.
roll ranges, it has no effect.
If a Hostile already has a
If an Action generates 1 or more
Pauses counter, and it is
Noise, advance the Noise counter
about to gain a second
on the Noise Track the number of
Pauses counter, instead,
spaces equal to the Noise
replace its Pauses counter with a Going For Alarm counter.
generated by the Action.
If a Hostile already has a Going For Alarm counter,
Each time a Soldier performs an
any additional Going For Alarm counters to be
Action that generates Noise,
placed on the Hostile card are ignored.
advance the Noise counter along the
Noise Track. Anytime you place a Going For Alarm
counter on a Hostile, also place a
If an Action ends up having a
Going For Alarm counter with the
negative value because of modifiers,
same number on the Going For Alarm
it generates 0 Noise.
Track. Each Hostile card notes which space on the track to
Example: A Pistol Attack generates 0 place its Going For Alarm counter.
Noise, and there is another card in
effect that subtracts 1 from all Noise
generated. The Pistol creates 0
Noise.
60
Example: A Hostile card is Going For Alarm. You place a Going
For Alarm #1 counter on the Hostile card, and a second Going
For Alarm #1 counter on the Going For Alarm Track.
Reaction Forces
Reaction Force Hostile cards do not have an Unrevealed side.
Do not place an Unaware counter on them.
Hostile Attacks
Move the Enemy Mobilization Status counter to the On Alert
space if a Hostile performs an Attack.
61
As you go farther into the Location cards, the enemy If there are Soldiers at more than one Range from the
activity decreases, and it becomes easier for them to Hostile with a negative Search value, use the Range with
shadow war - night activity & alarm
detect you. Once the Noise counter or a Going For the lowest Search value.
Alarm counter enters an Alarm Sounded space on the
tracks, the enemy will quickly track you down. 0 The Mission card’s Activity value
indicates the number of spaces to
Once the alarm sounds, the enemy forces go through 42 M/#2 Activity: 3 retreat (move downward) the Noise
a brief period of confusion. This makes it easier for 10 #3/#4 Activity: 2 counter on the Noise Track based
f i
you to perform Actions and not be noticed. on the position of the right-most Location card in play.
However, once the alarm is sounded, if you do After taking into account all Noise modifiers, adjust the
anything that would cause a Hostile to Pauses or Go Noise counter on the track.
For Alarm, the Hostile instead becomes aware of you
and acts like a regular Hostile. Example: Due to Hostile card Search values, you advance
the Noise counter by 8, but due to the Activity value of the
right-most Location, you retreat the Noise counter by 3.
Also, once the alarm sounds, a wave of alert and Overall, you only advance the Noise counter by 5.
mobilized Hostiles forces rises up from the first
Location cards and begins sweeping through the Alarm Sounded
Locations in search of you. If the Noise counter enters its Alarm Sounded
circle, or a Going For Alarm counter enters its
Night Activity Alarm Sounded square, move the Enemy
Mobilization Status counter to the On Alert
Flip all Hostile Pauses counters back to their Unaware
space on the Tactical Display Sheet.
sides.
Once the Enemy Mobilization Status counter enters the On
Advance all Going For Alarm counters 1 space on the
Alert square, it remains there for the remainder of the
track.
Mission.
Adjust Noise Counter Once the Enemy Mobilization Status counter is in the On
Each Hostile has 1 to 3 Search Alert space any time a Pauses or Going For Alarm counter
ratings printed on its card. From is to be placed on a Hostile card, do not place the counter,
left to right, these numbers are and remove all Unaware, Pauses, and Going For Alarm
the Hostile’s Search value at Range 0, Range 1, and counters from the Hostile card. The Hostile is now Aware.
Range 2 from the Soldier. Advance the Noise counter
the indicated number of spaces when at Range 0, Discard Suppress Counters
Range 1, and Range 2. Discard the Suppress counters from all Hostile cards.
If there are Soldiers at more than one Range from the
Hostile, use the Range with the highest Search value. Alarm Sounded
First Turn On Alert
Example: The Hostile shown above advances the If this is the first Night Activities step that the
Noise counter 2 spaces at Range 0, 6 spaces at
Range 1, or 4 spaces at Range 2. There is a Soldier at Enemy Mobilization counter is in the On Alert
Range 0, and a second Soldier at Range 1. Advance space, perform the following steps.
the Noise counter 6 spaces because that is the higher
of the two Search numbers.
Example: There are 2 Hostiles at Range 0 to your Place Mobilized counters on the Mission card
Soldiers. They have Range 0 Search values of 2 and 3. and Location #2.
There are also 3 Hostiles at Range 1 from the nearest
Soldiers with Range 1, 2, and 3 Search values of 0, 2,
and 1. You would advance the Noise counter 8 spaces
(2 + 3 + 0 + 2 + 1).
Remove all Unaware, Pauses, and Going For Alarm
counters from all Hostiles in the Mission card and in
Location #2.
62
Place a Reaction Force Hostile card in Location #2. Do not You advance the Going For Alarm counter to the Alarm
place an Unaware counter on the Reaction Force. Sounded space. You then move the Enemy Mobilization
counter to the On Alert space.
Confusion
You proceed to the Night Activities portion of the Hostile
After the Alarm Sounds, retreat the Noise counter down the Turn.
track a number of circles equal to the Mission card’s
Confusion value. Since this is the first Night Activities step in which the Enemy
Mobilization counter is in the On Alert space, you place
After First Turn On Alert Mobilized counters in the Mission card and Location #2.
You place a Reaction Force in Location #2. You also remove
If the Turn started with the Enemy Mobilization Status counter
the Unaware, Pauses, and Going For Alarm counters from all
in the On Alert space, perform the following steps. the Hostiles in the Mission card and Location #2.
Place a Mobilized counter and Reaction Force Hostile card in You then retreat the Noise counter 10 spaces because the
the Location to the right of the right-most Location that already Mission card has a Confusion value of 10.
has a Mobilized counter. Do not place an Unaware counter on
the Reaction Force. The number of Reaction Force Hostiles in You then resolve the next Soldier Turn.
the deck do limit the number of Reaction Forces that can be in
Smith takes another shot at the Hostile card, and inflicts an
play at the same time. EKIA. It also inflicts a Suppress on the third Reticle since it
was a Suppressed Attack. You would normally place a Going
Do not place a Mobilization counter or Reaction Force card in For Alarm counter on the Hostile due to the Attack. However,
the Extraction card. since the enemy is On Alert, you instead remove all of their
Unaware, Pauses, and Going For Alarm counters. The
Remove all Unaware, Pauses, and Going For Alarm counters Hostile is now Aware.
from all Hostiles in all Mobilized Locations.
Smith’s Attack generated 2 Noise, so you advance the Noise
counter 2 spaces and roll to see if a Hostile in Location #3
Extended Example noticed the Attack.
The Objective card is in Location #5. You have Soldier Smith
in Location #4, Soldier Murphy in Location #3, and Soldier There are three Hostile cards in Location #3: the one you
Jones in Location #2. have been Attacking, plus two more. You roll a Pauses
result. You then roll to see which of the three Hostiles in that
Soldier Murphy makes a Melee Attack against a Hostile in his Location Pauses. You roll, and one of the two Hostiles that
Location, and inflicts an EKIA on 1 of the Hostile’s 3 Reticles. have not been Attacked Pauses. However, since the enemy
You place the EKIA counter, as well as a Going For Alarm #1 is On Alert, instead of Pausing, you remove their Unaware
counter on the Hostile because you inflicted an EKIA or counter. That Hostile is now Aware.
Suppress on the Hostile, but all the Reticles on the card are not
suffering an EKIA or Suppress. The Hostile has an “Alarm 3”, so You resolve the remainder of the Soldier Turn. Murphy and
you also place a Going For Alarm #1 counter on the “3” space Smith Move from Location #3 to Location #4.
of the Going For Alarm Track.
You resolve the Hostile Turn.
Smith is out of Actions and Jones only has a Range 0 SMG and
1 Action remaining. The Reaction Force in Location #2 Closes Range to
Location #3.
You Move Jones into Location #3. Since an Action has been
resolved, you advance the Going For Alarm counter from the When you resolve the Night Activities steps, since the Enemy
“3” to “2”. Mobilization counter was in the On Alert space at the start of
the Turn, and the right-most Mobilized Location is Location
Smith, however, does have a Snap Shot Action card. You play #2, you place a Mobilized counter in Location #3. You
the card, Smith performs an Attack on the Hostile, but Misses. place a Reaction Force in Location #3. You also remove the
You advance the Noise counter. You also advance the Going Unaware, Pauses, and Going For Alarm counters from all the
For Alarm counter to “1”. Hostiles in Location #3.
This ends the Soldier Turn, and you begin the Hostile Turn. The Mission continues.
During the Hostile Turn, the Hostile still retains its Unaware
counter, which means the Hostile cannot Move or Attack.
You perform Random Movement for all Hostiles that are not
Suppressed, Pausing, or Going For Alarm.
63
campaigns
A Campaign is a series of linked Missions that take 7 - Victory: The Victory Chart that shows how well you did
place in a specific setting. Not all eras will have during your Campaign.
Campaigns. Select the Campaign sheet you wish to
play and place it next to the Tactical Display Sheet.
SQUAD CREATION
1 – Title: The Campaign’s title, whether you will be Purchase your Soldiers, Skills, and Gear as normal using the
playing an Offensive or Defensive Campaign, and Campaign sheet’s starting RP limit.
historical information.
Divide your Soldiers into 1 or more Squads.
2 - General Information: Designates your Nation, Assign each Squad a Squad counter. Your
your starting Resource Points to create Squads, the Soldiers and the Gear they have will remain within
enemy Nation, the Region type, the number of Weeks these Squads throughout the Campaign.
(Campaign Turns) the Campaign runs, and any
Campaigns limit the RP you begin with and the maximum
Expansions needed to play the Campaign.
number of Squads you may start with. This is based on the
3 – Mission / Location Cards: Lists the Mission or number of START squares on a Campaign sheet.
Location cards you will need for the Campaign.
Fill out the Campaign Log Sheet.
4 – Objective / Location Cards: Lists the Objective or
Each Squad performs 1 Mission each Week.
Location cards you will need for the Campaign.
Example: You are playing an Offensive Campaign with 3
5 – Rules: The special rules used by the Campaign. Squads. During a Week of the Campaign, Squad #1 runs a
Where Campaign rules conflict with the rulebook, Mission to attack an Artillery Position. Squad #2 attacks an
Campaign rules take precedence. Airfield, and Squad #3 attacks Bunkers.
64
OFFENSIVE CAMPAIGNS
Wake Island Invasion 1941 (Offensive) Objs
4
Evaluation
Outstanding
The Japanese attack on Wake Island began simultaneously with their 3 Well Done
attack on Pearl Harbor. Defending the island were 850 marines and 50 2 Solid Work
Marine aviators of VMF‐211 along with 68 Navy sailors and six coastal 1 Questioning
guns. Crushing the first enemy attack, the Japanese launched a second on 0 Shameful
December 23rd which captured the island.
Sniper
Hunt
START
Shore
Install.
Arty.
Position
Bunkers
=Expansions=
14 and 15
65
If You Complete the Objective Weapons freely regain the Ammo printed on their cards. All
Your Squad gains the Resource Points listed on the Campaign Expendables, such as Grenades and Rockets, may be
sheet for completing the Objective. You may purchase repurchased. Ammo beyond that printed on the Weapon
Soldiers, Gear, and Skills. cards may also be purchased.
Flip the Enemy Held counter to its Friendly Held Update the Campaign Log Sheet based on your purchases.
side. Determine the new Resource Point totals for each Squad
based on their current Soldiers, Weapons, and Gear.
Move the Squad along a line leading out of its
square to an adjacent square. Squads can freely move End of Campaign
through Friendly Held squares without stopping. Compare the number of Objectives
completed to the Campaign’s Victory
If You Did Not Complete the Objective Chart to determine your level of
Your Squad gains the Resource Points listed on the Campaign success (or failure).
sheet for not completing the Objective. You may purchase
Soldiers, Gear, and Skills.
Your Squad will attempt the same Mission next Week with a
new Starting Location card and a new roll on the Mission chart
above.
66
DEFENSIVE CAMPAIGNS
Dunkirk 1940 (Defensive) RP
57+
Evaluation
Outstanding
After Allied counterattacks failed at Arras on May 21, German forces advanced 41‐56 Well Done
northwards towards the channel coast, potentially trapping the British Army 26‐40 Solid Work
before it could be withdrawn to England. French and British forces engaged in 10‐25 Questioning
a rear guard action while 330,000 soldiers were evacuated from the port city 9‐ Shameful
of Dunkirk.
Place 1
Squad Here
Traffic
Hub
Traffic Traffic
Hub Hub
Place 1
Squad Here
Place 1
Squad Here
=Weeks=
3
67
If the Campaign is not Completed
Remove all XPs from the Soldiers. They begin the next Mission
with their normal start of Mission XPs.
Roll Effect
2- Purchase 3 RP of Gear
3-4 Gain 1 Squad Soldier (6 RP or less)
5-6 Gain 4 RP of Grenades
7-8 -1 Location from next Objective
9+ Subtract 2 from the Hostile value of the Objective
End of Campaign
RP Evaluation
Compare the RP value of your
ed
57+
41‐56
Outstanding
Well Done
surviving Soldiers, Skills, and Gear
y
in
26‐40 Solid Work (not Medals) to the Campaign’s
10‐25 Questioning
ty 9‐ Shameful Victory Chart to determine your level
of success (or failure).
MEDALS
If you are using the Medals expansion, your Soldiers earn
Medals as normal during the Campaign Missions.
68
Example: A Squad Soldier earns a benefit that awards
him 2 RP of Skills. Select 2 RP of Skills for that Soldier.
SET-UP
These stickers stay with the Soldier until he suffers a
Downed or KIA result. Take into account the RP value
Separate the Medal cards by Nation. You will only need the of Medals when selecting Soldiers for future
Nation cards for the specific Nation you are commanding Missions.
Medal cards
during a Mission. Place all the other Medal cards off to the
side. “Eliminate”
Some Medals have the “Eliminate” condition. This
Shuffle your Nation’s Medal cards and place the deck face means the Soldier must be the only Soldier to inflict
down next to the Tactical Display Sheet. all Suppression and EKIA results on the Hostile card.
If any other Soldier, or card played by another
THE MISSION Soldier, inflicts a Suppression or EKIA on the Hostile
card, the Soldier is no longer eligible to receive the
Always use Elite Hostiles when you are using the Medals
expansion. Medal for that Hostile card.
69
Squad Vehicle cards, Anti-Vehicle Hostile you would not use the Noise rules or the Anti-Vehicle cards.
cards, and Driving cards first appeared in
WWII Expansions #36, #37, #38, and Interior Missions
#39. Some Mission cards have the “Interior” Keyword. You may not
vehicles
Every Nation has its own set of Squad Vehicle cards, SQUAD VEHICLE CARDS
Anti-Vehicle cards, and Driving cards, which can be You purchase and use Squad Vehicle cards the same way as
identified by the Nation’s flag. you purchase and use Squad Soldier cards. Each Vehicle
card represents a specific Vehicle. Each Vehicle’s values vary
Treat Vehicle cards as being Squad Soldier cards for slightly to take into account the skills of that specific crew as
the purposes of card effects, unless specified well as the quirks of that specific Vehicle. The new aspects of
otherwise on the card. Squad Vehicle cards are detailed below.
Example: If a Hostile card Targets the Soldier with the 1 - Noise: The amount of Noise the Vehicle creates. The
highest RP value, include Vehicle cards in the higher the number, the more Noise it creates. In general: 1 =
selection. Jeeps, 2 = Half-tracks, 3 = Light Tanks, and 4 = Medium and
Heavy Tanks.
Example: A card inflicts 1 Wound on a random Vehicle.
Do not include non-Vehicle Soldiers in the random
selection. 2 - Cannon: Some Vehicles are equipped with a Cannon. Use
the Attack Chart and Keywords as normal. The new Keyword
Treat Vehicles as being the same as Soldiers when “Prox” for “Proximity” appears for many Cannons, and is
drawing Hostile Targeting counters for standard defined on the Keywords Sheet.
Hostile cards.
Example: A Cannon has the Keywords “Single Shot, Pen 3.,
Ranged Attack”. This means it can only use the Cannon once
Light Vehicles per Turn, it has a Penetration of 3, and it is a Ranged Attack.
If the only Soldier Vehicles included in the Mission are
Light Vehicles, ignore the Noise and Anti-Vehicle card 3 - MG: Many Vehicles are equipped with a Machine Gun. Use
rules. If any standard Vehicles are included in the the Attack Chart and Keywords as normal.
Mission, treat Light Vehicles as normal Vehicles.
Example: A Machine Gun has the Keywords “Auto: 3 dice,
Example: The only Vehicle in your Mission is an SUV Spray, Pen 2., Ranged Atk”. This means that when it Attacks, it
from the PMC game. The SUV is a Light Vehicle, so will perform a 3-die Auto Attack and you check each die roll to
70
see if it inflicts a Hit. It has a Penetration of 2, and makes a Vehicle’s Noise range, then discard the Anti-Vehicle card.
Ranged Attack.
Example: You are drawing an Anti-Vehicle card for an M4
4 - S. Arms: Some Vehicles are able to carry Soldiers which Tank Vehicle with a Noise rating of 4. You draw the Anti-Tank
can perform Small Arms Attacks. Use the Attack Chart and Rifle Team Anti-Vehicle card with a Noise range of 2-3. Since
4 is not in the range 2-3, you discard the Hostile.
Keywords as normal. The new Keyword “Atks = Health”
appears for all Small Arms. This means the Vehicle can If you had drawn the Anti-Tank
perform a number of Small Arms Attacks each Soldier Turn Gun with a Noise range of 3-4,
equal to its current Health, without spending Actions. you would have placed the Anti-
Tank Gun 2 Location cards
Example: A Half-track has a Health of 4 and has a Small Arms beyond the Front-most
Attack Chart with the “Atks = Health” Keyword. Every Turn, the Location.
Half-track can perform 4 free Small Arms Attacks. If the Half-
track suffers 2 Wounds, it can then only perform 2 Small Arms 7 - XP: The XP gained from
Attacks each Turn. Destroying the Hostile.
5 - Keywords: Squad Vehicle cards introduce several new 8 - Keywords: Anti-Vehicle
Keywords, which are defined on the Keywords sheet. cards introduce several new
Keywords, which are defined
Loadout - The Vehicle can carry the indicated number of Gear
on the Keywords Sheet.
Loadout points. Purchase this Gear as normal. You may pass
the Gear to other Soldiers as normal.
Driving Cards
ANTI-VEHICLE CARDS Driving cards are part of the Anti-Vehicle deck of cards.
Instead of being an enemy group of Soldiers or a Vehicle,
Anti-Vehicle cards represent the these represent random Vehicle-rated events.
enemy’s anti-vehicle capabilities.
These cards are specially 1 - Nation: As with the other cards, these cards are also
designed to engage your Squad Nation specific.
Vehicles in combat.
2 - Noise Range: This works the same as the Noise Range
During Set-Up, shuffle the enemy on Anti-Vehicle cards.
Nation’s Anti-Vehicle cards to
form a deck, and place it next to 3 - Card Text: Each card has text detailing the card’s effect.
the Tactical Display Sheet. All
Anti-Vehicle cards are Elite
difficulty.
71
Warfighter Private Military Contractor (PMC) makes Example: When Smith Promotes to Level 3, he must decide
you the boss of a private security company heading whether to Equip the AR-15 Carbine or the M4 Carbine.
off to make the world a better place in the Iraqi Gold
Example: Smith chose to Equip the AR-15 Carbine when he
Rush days of 2003 and onward. You hire operators, Promoted to Level 3. When Smith Promotes to Level 4, he
build up your Office and Iraqi Compound, bid on decides to Equip the M4 Carbine. The AR-15 Carbine is
private military contractors
contracts, and use the Warfighter tactical system to removed from him, and placed back in the Weapon deck.
resolve engagements with the local hostiles. Along
with fighting hostiles, you also need to turn a profit! Example: Level 5 Smith was able to choose between the AR-15
Carbine and the M4 Carbine, and he chose to Equip the AR-15
You have bills to pay, so get out there and start
Carbine. You also purchased for him an MP5 SMG and M9
making some money! Pistol. When he Promotes to Level 6, he decides to Equip the
M4 Carbine. He removes the AR-15 Carbine, but keeps the
VICTORY MP5 SMG and M9 Pistol.
Red/Green Text
NEW RULES Some cards have text printed in red or green. Red text
PMC uses all the standard Warfighter rules, except denotes some kind of restriction or penalty.
where noted below. PMC adds a strategic campaign
level to your Warfighter missions. You run a company, Example: A Contract card has red text of “Must have Rep 5+.”
and manage all the financial details of the company, If you have Reputation 4 or less, you cannot Bid on this
and use the Warfighter tactical system to resolve Contract.
engagements that occur at your contract sites.
Green text denotes a bonus or advantage of some kind.
PMC Nation Example: A Contract card has green text of “If Rep 9+, -1
PMC is a Nation in Warfighter, and uses Comp.” If you have Reputation 9 or higher, randomly remove
one Competitor from Bidding on this Contract.
all the standard Nation rules.
72
Overwatch Dollars and Resource Points
At the start of a Mission, divide your Soldiers PMC measures costs and income in
between the Tactical and Overwatch groups. You Dollars. When purchasing Warfighter
must have at least one Player Soldier in the cards, $1000 dollars = 1 Resource
Tactical group. Point.
Place the Overwatch Soldiers off to the side of the Tactical Example: The M4 Carbine has an RP cost of 3, it costs $3000
Display. They do not travel through the Location cards. to purchase for a Player Soldier PMC.
Treat the Tactical Soldiers as normal. You do not have to buy Ammo for Weapons. It is included as
part of the purchase cost. You do need to repurchase
For each Overwatch Soldier, draw 1 random Overwatch Expended Gear that is used.
counter for every 10 RP, or fraction of 10 RP, of the Soldier’s
Example: I purchase 3 M67 Grenades. I use 2 of them in a
Printed RP value. Do not add additional Skills, and Gear. Place Mission. I do not freely get those back, and may re-purchase
each Soldier’s Overwatch counters on the Soldier’s card. them next Month.
Gain 1 Action – During the Soldier Turn, give 1 Action to any Each card is divided into 3 sections:
Soldier. This Action is temporary, and is removed at the
beginning of the next Soldier Turn. Top - Declares which PMC Soldiers can be affected by the
card. Many cards also give you the option of paying XP
Cancel val 0-4 of Hostile Moves – During the Hostile Close instead of suffering the effects of the card.
Range step, select a total value of 0 to 4 Hostile cards in one
Location. Do not Move them. Middle - Details the ill affects on the PMC Soldier.
73
Mission with a mix of PMCs and standard military Soldiers. Example: If you had an
However, if you draw a PMC Stress card for a non-PMC Player Office with the Lawyer
Soldier, discard and redraw. Also, when determining which Enhancement, you would
Soldier is affected by a Stress card, only select from PMC pay: x1 $Enh which would
Soldiers - do not include non-PMC Soldiers in the selection. be $8,000 due to the
Office’s Enhancement
You must use these cards if you are playing a Mission with note.
one or more PMC Soldiers.
Example: If you had the
Hostile Cards Compound with the
PMC includes three types of Hostile cards. All Hostile cards Primitive Infirmary, you
function as normal Warfighter Hostiles, however, Epic and would pay: -x1 $Enh
Legendary Hostile cards are more powerful versions of the which means your
standard Hostile. Shuffle the Epic cards. Shuffle the Overhead is reduced by
Legendary cards. Place their decks off to the side for later use. $6,000 due to the
Compound’s
BUSINESS SET-UP
Enhancement note.
Black Market Gear Adjust the Money counters in the Overhead area as needed to
Some Gear has the Black Market reflect your new Overhead.
Keyword. See the Keywords
sheet for details. You may Accounts Payable
purchase this Gear even if you Begin by paying your Overhead expenses. This includes your
don not have the proper License. Office, Compound, PMC Salaries, and Enhancements. To do
Each time you purchase a Black so, reference the Money counters in your Overhead area on
Market item, roll a die. If you roll the Display Sheet, and deduct that much Money from the
the Risk number or lower, you do not pay for the item, you do Bank Account area on the Display Sheet.
not receive the item, and you must pay the noted fine.
75
You pay Overhead for the following cards: Term in Weeks. You will receive this Money if you successfully
- Soldier cards. Only pay for the Soldier card’s Printed RP complete the Contract.
value. Do not pay Overhead for their Skills or Gear.
- Office card. Repeat for each Contract you wish to Bid on. Discard any
- Compound card. Contracts you do not wish to Bid on.
- Office and Compound Enhancement cards.
- Any other cards that have an Overhead notation. Week to Week
Each Month, allocate your PMCs and Gear to each of your
Bid on Contracts Contracts, and then roll for the Week to determine if there is
Shuffle the Contract cards and draw an Engagement for each of your Contracts. You repeat this
the number noted on your allocation and Engagement process for each of the 4 Weeks
Company card. Place them face- each Month.
up. You may Bid on them in any order. If a
Contract has a Term extending beyond the Freely Allocate your PMCs and Gear to each Contract. You
end of your Campaign, discard it and draw may rearrange your PMCs at the start of each Week. Each
until you draw a Contract that does not Team must have at least one Player Soldier, or you fail the
extend beyond the end of your Campaign. If Mission and fail to complete the Contract. If you fail to
a Contract has Bidding requirements, and you don’t meet the complete a Contract, discard the Contract card, its Money
requirements, you cannot Bid on the Contract. counters, and its Contract counters. Also, suffer any Failure
notes on the Contract card.
Select the Contract you want to Bid on. Roll a die for each of
your Competitors. If their roll is equal to, or higher than, the Engagements
Bid roll noted on each Competitor card, they are also in the Roll a die for each
Bidding. If all the Competitors fail their Bid rolls, you win the Contract’s Threat. If the
Contract. roll is less than or equal
to the Contract’s Threat,
If at least one Competitor made their Bid roll, then the Bidding an Engagement occurs.
goes to a new round. Reduce the amount of the Contract by Draw a Mission card from
the amount shown on the Contract card. You may now decide that Contract’s noted
to continue Bidding, or drop out. If you drop out, discard the Mission deck. Find the
Contract. Objective in that deck with the same title. The Region and
Hostiles are listed on each Mission card.
If you decide to stay in the Bidding, roll a die for each of the
Competitors that remained in the Bidding. Since this is the first When an Engagement occurs, immediately collect Money
follow-up round of Bidding, subtract 1 from their die rolls. counters equal to the Contract’s Engaged Money, and add
them to your Bank Account on the Display Sheet. Do this for
Repeat the Bidding rounds until only you remain, or you drop each Engagement, for each Contract, each Week.
out. Subtract 1 from their rolls for each round after the first
round of Bidding, and continue to subtract the noted amount Escalation
of the Contract’s Bid Money for each round of Bidding. If you roll the Contract’s Threat value or lower,
resolve the Mission as normal.
Example: You have Darkwater and Pointy End as your 2
Competitors on a $40000 Contract with a $4000 Bidding If your roll is higher than the Threat value, no
Reduction. On the first round of bidding, Darkwater needs to
roll a 6+ and Pointy End needs an 8+. Darkwater rolls an 8
Mission occurs. Instead, draw an Escalation counter from the
and Pointy End rolls a 3. Pointy End drops out of Bidding and cup and place it on the Contract card. These counters modify
Darkwater stays in for a 2nd round. You decide to stay in as future Threat rolls for the Contract as well as your rewards
well, and now Darkwater has a -1 modifier. They roll a 6 which when a Mission does occur for the Contract.
is not high enough, as they needed a 7+, so they also drop out
of bidding, making the Contract yours for $36000. Continue to accumulate Escalation counters on the Contract
card until a Mission occurs or the Term of the Contract ends.
If you win the Contract, place the Money counters on the
Contract equal to the amount it was worth when you won the Once a Mission occurs, discard all Escalation counters from
Bidding. Also, place a “Contract” counter on the Contract the Contract. Before resolving the Mission, add the noted
card, as well as the same numbered Contract counter on the Engagement Money counters, Escalation Money, and
“Weeks of Contract” track in the space equal to the Contract’s
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Reputation counters to your business. You gain these Paperwork
regardless of the Mission’s success.
As with any business, it is now time to do the paperwork.
Bonus Reputation
Adjust your Company Reputation and record the new value
If the total RP of Soldiers is equal to one-half or less of the
on your Business Form. You can also place Reputation
Mission card’s Hostile value, you gain 1 Reputation at the end
counters on the Tactical Display totalling your new
of the successful Mission. Overwatch Soldiers do not count
Reputation. Some cards adjust your Reputation as noted.
toward the Mission’s RP limit when calculating a Mission’s
Reputation bonus. Add 2 Epic Hostile cards and 1 Legendary Hostile card to
the Hostile deck, and re-shuffle the deck. The Hostiles
Example: Your Mission card notes 40 RP. An Escalation counter
increases RP by 20 RP to 60 RP. You allocate 27 RP of Soldier become more challenging during each passing Month of
cards to the Mission. You successfully complete the Mission the Campaign.
and earn 1 Reputation point.
End of Month
Resolve the Mission
This completes the Month. Advance the Month counter by
Use the total RP value of the Mission card plus Escalation
one space. Each Month ends at the end of 4 Weeks.
counters when drawing Location Hostile cards, and for other
cards that reference a Location’s Hostile value. Do not use At the end of Months 1 to 5, start the cycle again with the
your Team’s RP value. Accounts Payable step. At the end of Month 6, end the
Example: The Mission lists 20 RP, and the Mission has a +20
Campaign. Some Contracts will not be complete at the end
RP Escalation counter. You allocated 67 RP of Soldiers to the of a Month. Continue the Contracts next Month.
Contract. When drawing Hostile cards for Locations, use the
“30-49” range on the Location cards. End of Campaign
End the Campaign after resolving 6 Months of activities.
Resolve the Mission as normal.
Compare the Money counters in your Bank Account to the
Victory chart on the Business form to determine your level
Allocate the Mission card’s Hero Points to the PMCs that are
of success.
Level 1 to 5 that survived the Mission. You must allocate all the
Hero Points if possible, and a PMC must Promote if they have
the required number of Hero Points. You cannot allocate Hero LINKED CAMPAIGNS
Points to a Level 6 Soldier. You can link 2 or more 6-month Campaigns to form a
longer company history.
If you failed the Mission, then you failed to complete the
Contract, immediately discard the Contract card and its Bid Start the Linked Campaign with a Sole Proprietor
Money counters. Campaign, and play the Campaign as normal.
Repeat these steps for each Contract. Resolve each Mission Next Campaign
as normal.
After the first Campaign, if you have enough money to
Advance the Contract counters by one space on the “Weeks” meet the Starting Money of a Partnership, then start a new
track on the Tactical Display. Campaign using the Partnership Business card. If you
don’t have enough money for a Partnership, play the next
Campaign as a Sole Proprietorship. Repeat this process in
Accounts Receivable the following Campaigns for upgrading to LLCs and
A Contract successfully ends when you have successfully Corporations.
resolved all its Missions during its Term. At the end of the
Month, collect the successfully completed Contract’s Bid Pay $100,000 for each Reputation point you would like to
Money counters from the Contract card and add them to your keep from your previous Campaign.
Bank Account.
You may rehire PMCs that did not die from the previous
Successfully completing, or failing to complete, a Contract Campaign. Perform Reputation checks to check for Raises
may have other effects noted on the Contract cards. at the start of the Campaign if your Reputation decreased.
Once a Contract ends, discard the Contract card and its Perform all the standard start of Campaign set-ups and
Contract counters. purchases. Play the Campaign as normal.
77
This section details the rules for playing the game Example: Each
with a supernatural flavor, featuring undead enemies, Imperial Warrior has
a Health of 3, and
as introduced in WWII Expansion #42. If this is of no
there are 2 Imperial
Undead - alternate WWii setting
interest to you, you may skip this section. Warrior Hostiles on
this card.
BACKGROUND The 1st Warrior is
Nazi experimentation into the occult has released Targeting Soldier
horrors upon the world. Axis soldiers have risen from #1 and has
the dead, unleashing a new phase of WWII across the suffered 2 EKIAs,
globe! reducing its Health
from 3 to 1. This
Warrior will now
NEW MECHANICS Attack using the
“1” column on its
Expansion #42 introduces new rule mechanics to the
Attack Chart.
Warfighter world.
The 2nd Warrior is Targeting Soldier #4, and has suffered 1
Double-Reticles EKIA. This Warrior Attacks using the “3-2” column on its Attack
Chart.
Some Undead Hostiles have a new type
of Reticle with 2 numbers. These cards Each Warrior rolls on its Attack Chart during the Hostile Attack
have 2 or more powerful Hostiles that step.
require more than 1 Hit each to Destroy.
If you inflict more than 1 Hit with an Attack (for example, a
The large number shows the number of Hits you must Grenade), you may distribute the Hits as you like between the
inflict to Destroy each Hostile. The smaller number to Hostiles on the card.
the bottom-right shows the number of Hostiles on the
card. Suppressions
Treat each Suppression as an EKIA for purposes of their
Example: You must inflict 3 Hits on each
Hostile, and there are 2 Hostiles on the Attack column. Also, if a Hostile has suffered a total number of
card. EKIAs and Suppressions equal to its Health, it cannot act this
Turn.
Keep track of the Hits and Suppressions
inflicted to each Hostile separately. Example: An Imperial Warrior has suffered 1 Hit and 1
Suppression. It Attacks using the “1” column.
Double-Reticle Hostiles have the “Each” Example: An Imperial Warrior has suffered 2 Hits and 1
notation on their Attack Charts. This Suppression. It cannot Attack.
means you draw a Hostile Targeting
counter for each Hostile, and you roll an Remove all Suppressions as normal at the end of the Hostile
Attack for each Hostile. Turn.
If a Double-Reticle Hostile card is out of Range to all For the purposes of these examples, we are placing
its Targeted Soldiers, and its Targeted Soldiers are in Suppressions on the Imperial Warriors. The Undead usually
different Location cards, Move the Hostile card have the Fearless Keyword, making them immune to
towards the closest Targeted Soldier during the Suppression.
Hostile Move steps. If the Hostile is in Range of a
Targeted Soldier, re-draw all Targeting counters for
Soldiers that are out of the Hostile’s Attack Range.
Keep redrawing until all Targeted Soldiers are in the
Hostile’s Attack Range.
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Divinity Some Divine Power cards are
used in Reaction.
Some Soldiers, such as Clergy,
have Divine Powers.
Each card has the Reaction
Keyword and notes the
Such Soldiers start each Mission
condition under which it can
with the noted number of Divinity
be used.
Points.
Using a Reaction Power still
Clergy can only Equip a limited
costs Divinity points, but does
selection of Weapons, as noted
not cost an Action.
on their cards. They can use
other Gear as normal.
The only way to gain more
Example: A Clergy has the text Divinity Points is to Eliminate Hostiles that have a Divinity
“Weapons: Only Blessed with LO value.
0-1”. This means that the Clergy Soldier can only use Blessed
Weapons that have a Loadout of 0 or 1. He can use non- When the group Eliminates a Hostile with a Divinity value,
Weapon Gear as normal. divide the Divinity between the group’s Clergy Soldiers
however you like. A Clergy Soldier may exceed their
Each Clergy also starts with a original Divinity Points value.
School of Theology. Select any
one of the Theology cards for Example: The Soldiers gain 3 Divinity for Eliminating the
your Clergy Soldier. Imperial Warriors. There are 2 Clergy Soldiers in the Mission.
The players decide to give 2 Divinity Points to one Clergy
Theology cards list your Clergy’s Soldier, and 1 Divinity Point to the other.
Divine Power cards, and other
adjustments to their Powers and Blessed
abilities. Some Weapons have the
Blessed Keyword. These
Only Clergy Soldiers can select Weapons have superior values
and use Theology cards. and a higher Resource Point
cost.
79
player Campaigns If you fail to complete a Mission, your Campaign ends and you
use the rules below to determine your level of success (or
You can link several Missions together to form a Campaign. failure).
To do this, select a Region and Hostile type as normal, then Remove all Wounds from your Player Soldiers between
select the Mission cards you want to use in your Campaign. Missions.
Arrange the Mission cards in order from fewest Resource If a Player Soldier, Non-Player Soldier, or Squad Soldier suffers
Points to most Resource Points. You will conduct the Missions a KIA or Medical Discharge, remove him from the Campaign.
in that order.
Use the next Mission card, and randomly draw an Objective
SELECTING SOLDIERS card from those remaining.
Purchase your Player Soldiers as normal, but there is one When preparing for a Campaign, pay the base Resource cost
restriction: you cannot purchase Skill cards at this time. of each Player Soldier, then purchase your Gear, Non-Player
Soldiers, and Squad Soldiers as normal.
You will use these Player Soldiers throughout the Campaign.
You may also purchase additional Player Soldiers. As with the
As long as a Player Soldier is fit for duty, he must participate in
original Player Soldiers, you cannot purchase Skill cards for
a Mission.
them before their first Mission. After their first Mission, you can
You are free to purchase Weapons, Ammo, and Equipment as buy Skills for them using Mission Points as normal. These
you like for each Mission after purchasing your Player Soldiers remain in the Campaign unless they suffer a KIA or
Soldiers. None of their Gear carries over to the next Mission. Medical Discharge.
You may only purchase Skill cards with these points. Each LEVEL OF SUCCESS
Mission Point equals 1 Resource Point when purchasing At the end of your last Campaign Mission, total your Victory
Skills. Each Soldier may also save Mission Points, and Points to determine the effect your Campaign had on the
accumulate them to purchase Skills at a later time between world.
Missions.
Scoring Points
If a Soldier suffers a KIA or Medical Discharge, that Soldier Gain and lose Victory Points (VPs) at the end of each Mission
cannot be used again during the Campaign. as follows:
THE FOLLOWING MISSIONS • Gain VPs equal to the Objective card’s Location.
• Lose 1 VP for each Non-Player Soldier or Squad Soldier that
As you complete each Mission, set aside that Mission and
Objective card. You will not use them again. is Medically Discharged.
• Lose 2 VPs for each Non-Player Soldier or Squad Soldier
80 that is KIA.
• Lose 2 VPs for each Player Soldier that is Medically
Discharged. Credits
• Lose 3 VPs for each Player Soldier that is KIA. The following people have graciously contributed their talents
to one or more of the Warfighter games.
VPs Reach of Campaign’s Importance
6- No effect Game Design ........................................................Dan Verssen
7-15 Tactical Game Development ....................Holly Verssen, Kevin Verssen
16-26 Operational Game Research ..............................Leigh Neville, David Makin
27-34 Theater Research Assistant and Photos ......................Jonathan Nikitas
35+ Strategic Chinese Soldier Photos ..............................................Mr. Ching
Campaign Research..................................................Iain Martin
Rulebook......................................Dan Verssen, Kevin Verssen,
Optional rules Sarah Eandi, Holly Verssen
Rules Editors ..............................Benjamin Chee, Hans Korting
You can choose to use each of these rules at the start of the
Michael Neubauer
Mission.
Expansion Creation ............................................Kevin Verssen,
If you use this rule, gain 1 extra Resource Point for each
Soldier that purchases one or more Weapons with Burst or
EXPANSION PACKS
You can add the Expansion packs into the core game to play
Auto Fire Modes. even bigger Missions with more variety.
RANDOM MISSION GENERATION Each card has a small notation in its lower left corner detailing
which game set it is part of, and its unique card number. This
Instead of selecting a Mission card and Objective card, you
can select a random Mission and Objective card from the makes it easy to separate the cards back to their original
same Region. decks.
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